# spell

name: Control Winds
altname: control winds
school: Transmutation
subschool: None
descriptor: Air
spellcraft_dc: None
level: Air 5, Druid 5
components: V, S
casting_time: 1 standard action
range: 40 ft./level
target: None
area: 40 ft./level radius cylinder 40 ft. high
effect: None
duration: 10 min./level
saving_throw: Fortitude negates
spell_resistance: No
short_description: Change wind direction and speed.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an 'eye' of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.</p>
      <p><i>Wind Direction:</i> You may choose one of four basic wind patterns to function over the spell's area.</p>
      <ul>
 <li> A downdraft blows from the center outward in equal strength in all directions.</li>
 <li> An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.</li>
 <li> A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.</li>
 <li> A blast simply causes the winds to blow in one direction across the entire area from one side to the other.</li>
</ul>
      <p><i>Wind Strength:</i> For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.</p>
      <p>Strong winds (21+ mph) make sailing difficult.</p>
      <p>A severe wind (31+ mph) causes minor ship and building damage.</p>
      <p>A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.</p>
      <p>Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.</p>
      <p>A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.</p>
      <p/>
    

full_text:
      <div topic='Control Winds' level='5'><p><h5>Control Winds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation [Air]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Air 5, Druid 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>40 ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>40 ft./level radius cylinder 40 ft. high<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an 'eye' of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.</p><p><i>Wind Direction:</i> You may choose one of four basic wind patterns to function over the spell's area.</p><ul>
 <li> A downdraft blows from the center outward in equal strength in all directions.</li>
 <li> An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.</li>
 <li> A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.</li>
 <li> A blast simply causes the winds to blow in one direction across the entire area from one side to the other.</li>
</ul><p><i>Wind Strength:</i> For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.</p><p>Strong winds (21+ mph) make sailing difficult.</p><p>A severe wind (31+ mph) causes minor ship and building damage.</p><p>A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.</p><p>Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.</p><p>A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.</p><p/>
</div>
    


name: Corrupt Weapon
altname: corrupt weapon
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Blackguard 1
components: V, S
casting_time: 1 standard action
range: Touch
target: Weapon touched
area: None
effect: None
duration: 1 min./level
saving_throw: None
spell_resistance: No
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This transmutation makes a weapon strike true against good foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.</p>
      <p>In addition, all critical hit rolls against good foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.</p>
      <p/>
    

full_text:
      <div topic='Corrupt Weapon' level='5'><p><h5>Corrupt Weapon</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Blackguard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Weapon touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This transmutation makes a weapon strike true against good foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.</p><p>In addition, all critical hit rolls against good foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.</p><p/>
</div>
    


name: Create Food and Water
altname: create food and water
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Cleric 3
components: V, S
casting_time: 10 minutes
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Food and water to sustain three humans or one horse/level for 24 hours
duration: 24 hours; see text
saving_throw: None
spell_resistance: No
short_description: Feeds three humans (or one horse)/level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>The food that this spell creates is simple fare of your choice-highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a <i>purify food and water</i> spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.</p>
      <p/>
    

full_text:
      <div topic='Create Food and Water' level='5'><p><h5>Create Food and Water</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Food and water to sustain three humans or one horse/level for 24 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>24 hours; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>The food that this spell creates is simple fare of your choice-highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a <i>purify food and water</i> spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.</p><p/>
</div>
    


name: Create Greater Undead
altname: create greater undead
school: Necromancy
subschool: None
descriptor: Evil
spellcraft_dc: None
level: Cleric 8, Death 8, Sorcerer/Wizard 8
components: V, S, M
casting_time: 1 hour
range: Close (25 ft. + 5 ft./2 levels)
target: One corpse
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Create shadows, wraiths, spectres, or devourers.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
material_components:
A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

description:
      <p>This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Caster Level</b><br/></td>
<td><b>Undead Created</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>15th or lower<br/></td>
<td>Shadow<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>16th-17th<br/></td>
<td>Wraith<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th-19th<br/></td>
<td>Spectre<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th or higher<br/></td>
<td>Devourer<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Create Greater Undead' level='5'><p><h5>Create Greater Undead</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Death 8, Sorcerer/Wizard 8<br/></td></tr></table><p>This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Caster Level</b><br/></td>
<td><b>Undead Created</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>15th or lower<br/></td>
<td>Shadow<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>16th-17th<br/></td>
<td>Wraith<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>18th-19th<br/></td>
<td>Spectre<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>20th or higher<br/></td>
<td>Devourer<br/></td>

</tr>
</table><p/>
</div>
    


name: Create Undead
altname: create undead
school: Necromancy
subschool: None
descriptor: Evil
spellcraft_dc: None
level: Cleric 6, Death 6, Evil 6, Sorcerer/Wizard 6
components: V, S, M
casting_time: 1 hour
range: Close (25 ft. + 5 ft./2 levels)
target: One corpse
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Creates ghouls, ghasts, mummies, or mohrgs.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
material_components:
A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

description:
      <p>A much more potent spell than <i>animate dead</i>,  this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Caster Level</b><br/></td> <td><b>Undead Created</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11th or lower<br/></td>
<td>Ghoul<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>12th-14th<br/></td>
<td>Ghast<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>15th-17th<br/></td>
<td>Mummy<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>18th or higher<br/></td>
<td>Mohrg<br/></td>

</tr>
</table>
      <p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p>
      <p>This spell must be cast at night.</p>
      <p/>
    

full_text:
      <div topic='Create Undead' level='5'><p><h5>Create Undead</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 6, Death 6, Evil 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 hour<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One corpse<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>A much more potent spell than <i>animate dead</i>,  this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Caster Level</b><br/></td> <td><b>Undead Created</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11th or lower<br/></td>
<td>Ghoul<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>12th-14th<br/></td>
<td>Ghast<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>15th-17th<br/></td>
<td>Mummy<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>18th or higher<br/></td>
<td>Mohrg<br/></td>

</tr>
</table><p>You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p>This spell must be cast at night.</p><p><i>Material Component:</i> A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.</p><p/>
</div>
    


name: Create Water
altname: create water
school: Conjuration
subschool: Creation
descriptor: Water
spellcraft_dc: None
level: Cleric 0, Druid 0, Paladin 1
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Up to 2 gallons of water/level
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Creates 2 gallons/level of pure water.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles.</p>
      <p><i>Note:</i> Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.</p>
      <p/>
    

full_text:
      <div topic='Create Water' level='5'><p><h5>Create Water</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation) [Water]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 0, Druid 0, Paladin 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Up to 2 gallons of water/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles.</p><p><i>Note:</i> Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.</p><p/>
</div>
    


name: Creeping Doom
altname: creeping doom
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: None
level: Druid 7
components: V, S
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)/100 ft.; see text
target: None
area: None
effect: One swarm of centipedes per two levels
duration: 1 min./level
saving_throw: None
spell_resistance: No
short_description: Swarms of centipedes attack at your command.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>When you utter the spell of <i>creeping doom</i>,  you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.</p>
      <p>You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).</p>
      <p/>
    

full_text:
      <div topic='Creeping Doom' level='5'><p><h5>Creeping Doom</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)/100 ft.; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One swarm of centipedes per two levels<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>When you utter the spell of <i>creeping doom</i>,  you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.</p><p>You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).</p><p/>
</div>
    


name: Crushing Despair
altname: crushing despair
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 standard action
range: 30 ft.
target: None
area: Cone-shaped burst
effect: None
duration: 1 min./level
saving_throw: Will negates
spell_resistance: Yes
short_description: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
to_develop: None
material_components: A vial of tears.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.</p>
      <p><i>Crushing despair</i> counters and dispels <i>good hope</i>.</p>
      <p/>
    

full_text:
      <div topic='Crushing Despair' level='5'><p><h5>Crushing Despair</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>30 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.</p><p><i>Crushing despair</i> counters and dispels <i>good hope</i>.</p><p><i>Material Component:</i> A vial of tears.</p><p/>
</div>
    


name: Crushing Hand
altname: crushing hand
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 9, Strength 9
components: V, S, M, F/DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: 10-ft. hand
duration: 1 round/level (D)
saving_throw: None
spell_resistance: Yes
short_description: Large hand provides cover, pushes, or crushes your foes.
to_develop: None
material_components: None
arcane_material_components: The shell of an egg.
focus: A soft glove.
xp_cost: None
arcane_focus: A glove of snakeskin.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This spell functions like <i>interposing hand</i>,  except that the hand can interpose itself, push, or crush one opponent that you select.</p>
      <p>The <i>crushing hand</i> can grapple an opponent like <i>grasping hand</i> does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand's Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.</p>
      <p>The <i>crushing hand</i> can also interpose itself as <i>interposing hand</i> does, or it can bull rush an opponent as <i>forceful hand</i> does, but at a +18 bonus.</p>
      <p>Directing the spell to a new target is a move action.</p>
      <p>Clerics who cast this spell name it for their deities.</p>
      <p/>
    

full_text:
      <div topic='Crushing Hand' level='5'><p><h5>Crushing Hand</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 9, Strength 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, F/DF<br/></td></tr></table><p>This spell functions like <i>interposing hand</i>,  except that the hand can interpose itself, push, or crush one opponent that you select.</p><p>The <i>crushing hand</i> can grapple an opponent like <i>grasping hand</i> does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand's Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.</p><p>The <i>crushing hand</i> can also interpose itself as <i>interposing hand</i> does, or it can bull rush an opponent as <i>forceful hand</i> does, but at a +18 bonus.</p><p>Directing the spell to a new target is a move action.</p><p>Clerics who cast this spell name it for their deities.</p><p><i>Arcane Material Component:</i> The shell of an egg.</p><p><i>Arcane Focus:</i> A glove of snakeskin.</p><p/>
</div>
    


name: Cure Critical Wounds
altname: cure critical wounds
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Bard 4, Cleric 4, Druid 5, Healing 4
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will half (harmless); see text
spell_resistance: Yes (harmless); see text
short_description: Cures 4d8 damage +1/level (max +20).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This spell functions like <i>cure light wounds</i>, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).</p>
      <p/>
    

full_text:
      <div topic='Cure Critical Wounds' level='5'><p><h5>Cure Critical Wounds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Cleric 4, Druid 5, Healing 4<br/></td></tr></table><p>This spell functions like <i>cure light wounds</i>, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).</p><p/>
</div>
    


name: Cure Critical Wounds, Mass
altname: mass cure critical wounds
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 8, Druid 9, Healing 8
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will half (harmless) or Will half; see text
spell_resistance: Yes (harmless) or Yes; see text
short_description: Cures 4d8 damage +1/level for many creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This spell functions like <i>mass cure light wounds</i>, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).</p>
      <p/>
    

full_text:
      <div topic='Cure Critical Wounds, Mass' level='5'><p><h5>Cure Critical Wounds, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Druid 9, Healing 8<br/></td></tr></table><p>This spell functions like <i>mass cure light wounds</i>, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).</p><p/>
</div>
    


name: Cure Light Wounds
altname: cure light wounds
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Bard 1, Cleric 1, Druid 1, Healing 1, Paladin 1, Ranger 2
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will half (harmless); see text
spell_resistance: Yes (harmless); see text
short_description: Cures 1d8 damage +1/level (max +5).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).</p>
      <p>Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.</p>
      <p/>
    

full_text:
      <div topic='Cure Light Wounds' level='5'><p><h5>Cure Light Wounds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Cleric 1, Druid 1, Healing 1, Paladin 1, Ranger 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will half (harmless); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless); see text<br/></td></tr></table><p>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).</p><p>Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.</p><p/>
</div>
    


name: Cure Light Wounds, Mass
altname: mass cure light wounds
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Bard 5, Cleric 5, Druid 6, Healing 5
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will half (harmless) or Will half; see text
spell_resistance: Yes (harmless) or Yes; see text
short_description: Cures 1d8 damage +1/level for many creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.</p>
      <p>Like other <i>cure</i> spells, <i>mass cure light wounds</i> deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.</p>
      <p/>
    

full_text:
      <div topic='Cure Light Wounds, Mass' level='5'><p><h5>Cure Light Wounds, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Cleric 5, Druid 6, Healing 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature/level, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will half (harmless) or Will half; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless) or Yes; see text<br/></td></tr></table><p>You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.</p><p>Like other <i>cure</i> spells, <i>mass cure light wounds</i> deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.</p><p/>
</div>
    


name: Cure Minor Wounds
altname: cure minor wounds
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 0, Druid 0
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will half (harmless); see text
spell_resistance: Yes (harmless); see text
short_description: Cures 1 point of damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This spell functions like <i>cure light wounds</i>, except that it cures only 1 point of damage.</p>
      <p/>
    

full_text:
      <div topic='Cure Minor Wounds' level='5'><p><h5>Cure Minor Wounds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 0, Druid 0<br/></td></tr></table><p>This spell functions like <i>cure light wounds</i>, except that it cures only 1 point of damage.</p><p/>
</div>
    


name: Cure Moderate Wounds
altname: cure moderate wounds
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Bard 2, Cleric 2, Druid 3, Healing 2, Paladin 3, Ranger 3
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will half (harmless); see text
spell_resistance: Yes (harmless); see text
short_description: Cures 2d8 damage +1/level (max +10).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This spell functions like <i>cure light wounds</i>, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).</p>
      <p/>
    

full_text:
      <div topic='Cure Moderate Wounds' level='5'><p><h5>Cure Moderate Wounds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Cleric 2, Druid 3, Healing 2, Paladin 3, Ranger 3<br/></td></tr></table><p>This spell functions like <i>cure light wounds</i>, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).</p><p/>
</div>
    


name: Cure Moderate Wounds, Mass
altname: mass cure moderate wounds
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Bard 6, Cleric 6, Druid 7
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will half (harmless) or Will half; see text
spell_resistance: Yes (harmless) or Yes; see text
short_description: Cures 2d8 damage +1/level for many creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This spell functions like <i>mass cure light wounds</i>, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).</p>
      <p/>
    

full_text:
      <div topic='Cure Moderate Wounds, Mass' level='5'><p><h5>Cure Moderate Wounds, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Cleric 6, Druid 7<br/></td></tr></table><p>This spell functions like <i>mass cure light wounds</i>, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).</p><p/>
</div>
    


name: Cure Serious Wounds
altname: cure serious wounds
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4, Healing 3
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will half (harmless); see text
spell_resistance: Yes (harmless); see text
short_description: Cures 3d8 damage +1/level (max +15).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This spell functions like <i>cure light wounds</i>, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).</p>
      <p/>
    

full_text:
      <div topic='Cure Serious Wounds' level='5'><p><h5>Cure Serious Wounds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4, Healing 3<br/></td></tr></table><p>This spell functions like <i>cure light wounds</i>, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).</p><p/>
</div>
    


name: Cure Serious Wounds, Mass
altname: mass cure serious wounds
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Cleric 7, Druid 8
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will half (harmless) or Will half; see text
spell_resistance: Yes (harmless) or Yes; see text
short_description: Cures 3d8 damage +1/level for many creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This spell functions like <i>mass cure light wounds</i>, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).</p>
      <p/>
    

full_text:
      <div topic='Cure Serious Wounds, Mass' level='5'><p><h5>Cure Serious Wounds, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Druid 8<br/></td></tr></table><p>This spell functions like <i>mass cure light wounds</i>, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).</p><p/>
</div>
    


name: Curse Water
altname: curse water
school: Necromancy
subschool: None
descriptor: Evil
spellcraft_dc: None
level: Cleric 1
components: V, S, M
casting_time: 1 minute
range: Touch
target: Flask of water touched
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates (object)
spell_resistance: Yes (object)
short_description: Makes unholy water.
to_develop: None
material_components: 5 pounds of powdered silver (worth 25 gp).
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsC
description:
      <p>This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.</p>
      <p/>
    

full_text:
      <div topic='Curse Water' level='5'><p><h5>Curse Water</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Flask of water touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.</p><p><i>Material Component:</i> 5 pounds of powdered silver (worth 25 gp).</p><p/>
</div>
    


name: Dancing Lights
altname: dancing lights
school: Evocation
subschool: None
descriptor: Light
spellcraft_dc: None
level: Bard 0, Sorcerer/Wizard 0
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Up to four lights, all within a 10- ft. -radius area
duration: 1 minute (D)
saving_throw: None
spell_resistance: No
short_description: Creates torches or other lights.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The <i>Dancing lights</i> must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.</p>
      <p><i>Dancing lights</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Dancing Lights' level='5'><p><h5>Dancing Lights</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Light]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Up to four lights, all within a 10- ft. -radius area<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 minute (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The <i>Dancing lights</i> must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.</p><p><i>Dancing lights</i> can be made permanent with a <i>permanency</i> spell.</p><p/>
</div>
    


name: Darkness
altname: darkness
school: Evocation
subschool: None
descriptor: Darkness
spellcraft_dc: None
level: Bard 2, Cleric 2, Sorcerer/Wizard 2
components: V, M/DF
casting_time: 1 standard action
range: Touch
target: Object touched
area: None
effect: None
duration: 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: 20-ft. radius of supernatural shadow.
to_develop: None
material_components: None
arcane_material_components: A bit of bat fur and either a drop of pitch or a piece of coal.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical <i>darkness</i>.</p>
      <p>Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by <i>darkness</i>.</p>
      <p>If <i>darkness</i> is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.</p>
      <p><i>darkness</i> counters or dispels any light spell of equal or lower spell level.</p>
      <p/>
    

full_text:
      <div topic='Darkness' level='5'><p><h5>Darkness</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Darkness]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Cleric 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Object touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical <i>darkness</i>.</p><p>Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by <i>darkness</i>.</p><p>If <i>darkness</i> is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.</p><p><i>darkness</i> counters or dispels any light spell of equal or lower spell level.</p><p><i>Arcane Material Component:</i> A bit of bat fur and either a drop of pitch or a piece of coal.</p><p/>
</div>
    


name: Darkvision
altname: darkvision
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Ranger 3, Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: See 60 ft. in total darkness.
to_develop: None
material_components: Either a pinch of dried carrot or an agate.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. <i>Darkvision</i> does not grant one the ability to see in magical darkness.</p>
      <p><i>Darkvision</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Darkvision' level='5'><p><h5>Darkvision</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Ranger 3, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. <i>Darkvision</i> does not grant one the ability to see in magical darkness.</p><p><i>Darkvision</i> can be made permanent with a <i>permanency</i> spell.</p><p><i>Material Component:</i> Either a pinch of dried carrot or an agate.</p><p/>
</div>
    


name: Daylight
altname: daylight
school: Evocation
subschool: None
descriptor: Light
spellcraft_dc: None
level: Bard 3, Cleric 3, Druid 3, Paladin 3, Sorcerer/Wizard 3
components: V, S
casting_time: 1 standard action
range: Touch
target: Object touched
area: None
effect: None
duration: 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: 60-ft. radius of bright light.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.</p>
      <p>If <i>daylight</i> is cast on a small object that is then placed inside or under a light- proof covering, the spell's effects are blocked until the covering is removed.</p>
      <p><i>daylight</i> brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.</p>
      <p><i>daylight</i> counters or dispels any darkness spell of equal or lower level, such as <i>darkness</i>.</p>
      <p/>
    

full_text:
      <div topic='Daylight' level='5'><p><h5>Daylight</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Light]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Cleric 3, Druid 3, Paladin 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Object touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.</p><p>If <i>daylight</i> is cast on a small object that is then placed inside or under a light- proof covering, the spell's effects are blocked until the covering is removed.</p><p><i>daylight</i> brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.</p><p><i>daylight</i> counters or dispels any darkness spell of equal or lower level, such as <i>darkness</i>.</p><p/>
</div>
    


name: Daze
altname: daze
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 0, Sorcerer/Wizard 0
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One humanoid creature of 4 HD or less
area: None
effect: None
duration: 1 round
saving_throw: Will negates
spell_resistance: Yes
short_description: Humanoid creature of 4 HD or less loses next action.
to_develop: None
material_components: A pinch of wool or similar substance.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.</p>
      <p/>
    

full_text:
      <div topic='Daze' level='5'><p><h5>Daze</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One humanoid creature of 4 HD or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.</p><p><i>Material Component:</i> A pinch of wool or similar substance.</p><p/>
</div>
    


name: Daze Monster
altname: daze monster
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 2, Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One living creature of 6 HD or less
area: None
effect: None
duration: 1 round
saving_throw: Will negates
spell_resistance: Yes
short_description: Living creature of 6 HD or less loses next action.
to_develop: None
material_components: A pinch of wool or similar substance.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>daze</i>,  but <i>daze monster</i> can affect any one living creature of any type. Creatures of 7 or more HD are not affected.</p>
      <p/>
    

full_text:
      <div topic='Daze Monster' level='5'><p><h5>Daze Monster</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature of 6 HD or less<br/></td></tr></table><p>This spell functions like <i>daze</i>,  but <i>daze monster</i> can affect any one living creature of any type. Creatures of 7 or more HD are not affected.</p><p/>
</div>
    


name: Death Knell
altname: death knell
school: Necromancy
subschool: None
descriptor: Death, Evil
spellcraft_dc: None
level: Cleric 2, Death 2
components: V, S
casting_time: 1 standard action
range: Touch
target: Living creature touched
area: None
effect: None
duration: Instantaneous/10 minutes per HD of subject; see text
saving_throw: Will negates
spell_resistance: Yes
short_description: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.</p>
      <p/>
    

full_text:
      <div topic='Death Knell' level='5'><p><h5>Death Knell</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Death, Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2, Death 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Living creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous/10 minutes per HD of subject; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.</p><p/>
</div>
    


name: Death Ward
altname: death ward
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Death 4, Druid 5, Paladin 4
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Living creature touched
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Grants immunity to death spells and negative energy effects.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.</p>
      <p>This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.</p>
      <p><i>Death ward</i> does not protect against other sorts of attacks even if those attacks might be lethal.</p>
      <p/>
    

full_text:
      <div topic='Death Ward' level='5'><p><h5>Death Ward</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Death 4, Druid 5, Paladin 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Living creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.</p><p>This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.</p><p><i>Death ward</i> does not protect against other sorts of attacks even if those attacks might be lethal.</p><p/>
</div>
    


name: Deathwatch
altname: deathwatch
school: Necromancy
subschool: None
descriptor: Evil
spellcraft_dc: None
level: Cleric 1
components: V, S
casting_time: 1 standard action
range: 30 ft.
target: None
area: Cone-shaped emanation
effect: None
duration: 10 min./level
saving_throw: None
spell_resistance: No
short_description: Reveals how near death subjects within 30 ft. are.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).</p>
      <p><i>Deathwatch</i> sees through any spell or ability that allows creatures to feign death.</p>
      <p/>
    

full_text:
      <div topic='Deathwatch' level='5'><p><h5>Deathwatch</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>30 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).</p><p><i>Deathwatch</i> sees through any spell or ability that allows creatures to feign death.</p><p/>
</div>
    


name: Deep Slumber
altname: deep slumber
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: One or more living creatures within a 10-ft. -radius burst
effect: None
duration: 1 min./level
saving_throw: Will negates
spell_resistance: Yes
short_description: Puts 10 HD of creatures to sleep.
to_develop: None
material_components: A pinch of fine sand, rose petals, or a live cricket.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>sleep</i>,  except that it affects 10 HD of creatures.</p>
      <p/>
    

full_text:
      <div topic='Deep Slumber' level='5'><p><h5>Deep Slumber</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr></table><p>This spell functions like <i>sleep</i>,  except that it affects 10 HD of creatures.</p><p/>
</div>
    


name: Deeper Darkness
altname: deeper darkness
school: Evocation
subschool: None
descriptor: Darkness
spellcraft_dc: None
level: Cleric 3
components: V, M/DF
casting_time: 1 standard action
range: Touch
target: Object touched
area: None
effect: None
duration: One day/level (D)
saving_throw: None
spell_resistance: No
short_description: Object sheds supernatural shadow in 60-ft. radius.
to_develop: None
material_components: None
arcane_material_components: A bit of bat fur and either a drop of pitch or a piece of coal.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>darkness</i>, except that the object radiates shadowy illumination in a 60-foot radius and the <i>darkness</i> lasts longer.</p>
      <p><i>daylight</i> brought into an area of <i>Deeper darkness</i> (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.</p>
      <p><i>Deeper darkness</i> counters and dispels any light spell of equal or lower level, including <i>daylight</i> and <i>light</i>.</p>
      <p/>
    

full_text:
      <div topic='Deeper Darkness' level='5'><p><h5>Deeper Darkness</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Darkness]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level (D)<br/></td></tr></table><p>This spell functions like <i>darkness</i>, except that the object radiates shadowy illumination in a 60-foot radius and the <i>darkness</i> lasts longer.</p><p><i>daylight</i> brought into an area of <i>Deeper darkness</i> (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.</p><p><i>Deeper darkness</i> counters and dispels any light spell of equal or lower level, including <i>daylight</i> and <i>light</i>.</p><p/>
</div>
    


name: Delay Poison
altname: delay poison
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: None
level: Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1
components: V, S, DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 hour/level
saving_throw: Fortitude negates (harmless)
spell_resistance: Yes (harmless)
short_description: Stops poison from harming subject for 1 hour/level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. <i>Delay poison</i> does not cure any damage that poison may have already done.</p>
      <p/>
    

full_text:
      <div topic='Delay Poison' level='5'><p><h5>Delay Poison</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. <i>Delay poison</i> does not cure any damage that poison may have already done.</p><p/>
</div>
    


name: Delayed Blast Fireball
altname: delayed blast fireball
school: Evocation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, M
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: 20-ft. -radius spread
effect: None
duration: 5 rounds or less; see text
saving_throw: Reflex half
spell_resistance: Yes
short_description: 1d6/level fire damage; you can postpone blast for 5 rounds.
to_develop: None
material_components: A tiny ball of bat guano and sulfur.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>fireball</i>,  except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).</p>
      <p>The glowing bead created by <i>delayed blast fireball</i> can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.</p>
      <p/>
    

full_text:
      <div topic='Delayed Blast Fireball' level='5'><p><h5>Delayed Blast Fireball</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>5 rounds or less; see text<br/></td></tr></table><p>This spell functions like <i>fireball</i>,  except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).</p><p>The glowing bead created by <i>delayed blast fireball</i> can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.</p><p/>
</div>
    


name: Demand
altname: demand
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 8
components: V, S, M/DF
casting_time: 10 minutes
range: See text
target: One creature
area: None
effect: None
duration: 1 round; see text
saving_throw: Will partial
spell_resistance: Yes
short_description: As sending, plus you can send suggestion.
to_develop: None
material_components: A short piece of copper wire and some small part of the subject-a hair, a bit of nail, or the like.
arcane_material_components: A short piece of fine copper wire.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>sending</i>,  but the message can also contain a <i>suggestion</i> (see the <i>suggestion</i> spell), which the subject does its best to carry out. A successful Will save negates the <i>suggestion</i> effect but not the contact itself. The <i>demand</i>,  if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the <i>demand</i> is issued, the message is understood but the <i>suggestion</i> is ineffective.</p>
      <p>The <i>demand</i>'s message to the creature must be twenty-five words or less, including the <i>suggestion</i>. The creature can also give a short reply immediately.</p>
      <p/>
    

full_text:
      <div topic='Demand' level='5'><p><h5>Demand</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will partial<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell functions like <i>sending</i>,  but the message can also contain a <i>suggestion</i> (see the <i>suggestion</i> spell), which the subject does its best to carry out. A successful Will save negates the <i>suggestion</i> effect but not the contact itself. The <i>demand</i>,  if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the <i>demand</i> is issued, the message is understood but the <i>suggestion</i> is ineffective.</p><p>The <i>demand</i>'s message to the creature must be twenty-five words or less, including the <i>suggestion</i>. The creature can also give a short reply immediately.</p><p><i>Material Component:</i> A short piece of copper wire and some small part of the subject-a hair, a bit of nail, or the like.</p><p/>
</div>
    


name: Desecrate
altname: desecrate
school: Evocation
subschool: None
descriptor: Evil
spellcraft_dc: None
level: Cleric 2, Evil 2
components: V, S, M, DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: 20-ft. -radius emanation
effect: None
duration: 2 hours/level
saving_throw: None
spell_resistance: Yes
short_description: Fills area with negative energy, making undead stronger.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
material_components:
A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

description:
      <p>This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a <i>desecrated</i> area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.</p>
      <p>If the <i>desecrated</i> area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).</p>
      <p>Furthermore, anyone who casts <i>animate dead</i> within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).</p>
      <p>If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the <i>Desecrate</i> spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.</p>
      <p><i>Desecrate</i> counters and dispels <i>consecrate</i>.</p>
      <p/>
    

full_text:
      <div topic='Desecrate' level='5'><p><h5>Desecrate</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2, Evil 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>20-ft. -radius emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>2 hours/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a <i>desecrated</i> area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.</p><p>If the <i>desecrated</i> area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).</p><p>Furthermore, anyone who casts <i>animate dead</i> within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).</p><p>If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the <i>Desecrate</i> spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.</p><p><i>Desecrate</i> counters and dispels <i>consecrate</i>.</p><p><i>Material Component:</i> A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.</p><p/>
</div>
    


name: Destruction
altname: destruction
school: Necromancy
subschool: None
descriptor: Death
spellcraft_dc: None
level: Cleric 7, Death 7
components: V, S, F
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude partial
spell_resistance: Yes
short_description: Kills subject and destroys remains.
to_develop: None
material_components: None
arcane_material_components: None
focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use <i>true resurrection</i>, a carefully worded <i>wish</i> spell followed by <i>resurrection</i>, or <i>miracle</i>.</p>
      <p/>
    

full_text:
      <div topic='Destruction' level='5'><p><h5>Destruction</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Death]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Death 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use <i>true resurrection</i>, a carefully worded <i>wish</i> spell followed by <i>resurrection</i>, or <i>miracle</i>.</p><p><i>Focus:</i> A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).</p><p/>
</div>
    


name: Detect Animals or Plants
altname: detect animals or plants
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 1, Ranger 1
components: V, S
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: Cone-shaped emanation
effect: None
duration: Concentration, up to 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Detects kinds of animals or plants.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.</p>
      <p><i>1st Round:</i> Presence or absence of that kind of animal or plant in the area.</p>
      <p><i>2nd Round:</i> Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.</p>
      <p><i>3rd Round:</i> The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.</p>
      <p><i>Conditions:</i> For purposes of this spell, the categories of condition are as follows:</p>
      <p>Normal: Has at least 90% of full normal hit points, free of disease.</p>
      <p>Fair: 30% to 90% of full normal hit points remaining.</p>
      <p>Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.</p>
      <p>Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.</p>
      <p>If a creature falls into more than one category, the spell indicates the weaker of the two.</p>
      <p>Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
      <p/>
    

full_text:
      <div topic='Detect Animals or Plants' level='5'><p><h5>Detect Animals or Plants</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1, Ranger 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration, up to 10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.</p><p><i>1st Round:</i> Presence or absence of that kind of animal or plant in the area.</p><p><i>2nd Round:</i> Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.</p><p><i>3rd Round:</i> The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.</p><p><i>Conditions:</i> For purposes of this spell, the categories of condition are as follows:</p><p>Normal: Has at least 90% of full normal hit points, free of disease.</p><p>Fair: 30% to 90% of full normal hit points remaining.</p><p>Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.</p><p>Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.</p><p>If a creature falls into more than one category, the spell indicates the weaker of the two.</p><p>Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p/>
</div>
    


name: Detect Chaos
altname: detect chaos
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1
components: V, S, DF
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped emanation
effect: None
duration: Concentration, up to 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Reveals creatures, spells, or objects of selected alignment.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>detect evil</i>, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.</p>
      <p/>
    

full_text:
      <div topic='Detect Chaos' level='5'><p><h5>Detect Chaos</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1<br/></td></tr></table><p>This spell functions like <i>detect evil</i>, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.</p><p/>
</div>
    


name: Detect Evil
altname: detect evil
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1
components: V, S, DF
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped emanation
effect: None
duration: Concentration, up to 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Reveals creatures, spells, or objects of selected alignment.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.</p>
      <p><i>1st Round:</i> Presence or absence of evil.</p>
      <p><i>2nd Round:</i> Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.</p>
      <p>If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.</p>
      <p><i>3rd Round:</i> The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.</p>
      <p><i>Aura Power:</i> An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='6' curcol='3'>
<td/>
<td colspan='4' align='center'><b>-------- Aura Power --------</b><br/></td> 
</tr>

<tr maxcol='6' curcol='6'>
<td><b>Creature/Object</b><br/></td>
<td><b>Faint</b><br/></td>
<td><b>Moderate</b><br/></td>
<td><b>Strong</b><br/></td>
<td><b>Overwhelming</b><br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Evil creature<b>1</b> (HD)<br/></td>
<td>10 or lower<br/></td>
<td>11-25<br/></td>
<td>26-50<br/></td>
<td>51 or higher<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Undead (HD)<br/></td>
<td>2 or lower<br/></td>
<td>3-8<br/></td>
<td>9-20<br/></td>
<td>21 or higher<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Evil outsider (HD)<br/></td>
<td>1 or lower<br/></td>
<td>2-4<br/></td>
<td>5-10<br/></td>
<td>11 or higher<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Cleric of an evil deity <b>2</b> (class levels)<br/></td>
<td>1<br/></td>
<td>2-4<br/></td>
<td>5-10<br/></td>
<td>11 or higher<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Evil magic item or spell (caster level)<br/></td>
<td>2nd or lower<br/></td>
<td>3rd-8th<br/></td>
<td>9th-20th<br/></td>
<td>21st or higher<br/></td>

</tr>

<tr maxcol='6' curcol='2'>
<td colspan='5'>1 Except for undead and outsiders, which have their own entries on the table.<br/></td>

</tr>

<tr maxcol='6' curcol='2'>
<td colspan='5'>2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.<br/></td>

</tr>
</table>
      <p><i>Lingering Aura:</i> An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If <i>detect evil</i> is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Original Strength</b><br/></td> <td><b>Duration of</b>
 <b>Lingering Aura</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Faint<br/></td>
<td>1d6 rounds<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Moderate<br/></td>
<td>1d6 minutes<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Strong<br/></td>
<td>1d6x10 minutes<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Overwhelming<br/></td>
<td>1d6 days<br/></td>

</tr>
</table>
      <p>Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.</p>
      <p>Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
      <p/>
    

full_text:
      <div topic='Detect Evil' level='5'><p><h5>Detect Evil</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration, up to 10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.</p><p><i>1st Round:</i> Presence or absence of evil.</p><p><i>2nd Round:</i> Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.</p><p>If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.</p><p><i>3rd Round:</i> The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.</p><p><i>Aura Power:</i> An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='6' curcol='3'>
<td/>
<td colspan='4' align='center'><b>-------- Aura Power --------</b><br/></td> 
</tr>

<tr maxcol='6' curcol='6'>
<td><b>Creature/Object</b><br/></td>
<td><b>Faint</b><br/></td>
<td><b>Moderate</b><br/></td>
<td><b>Strong</b><br/></td>
<td><b>Overwhelming</b><br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Evil creature<b>1</b> (HD)<br/></td>
<td>10 or lower<br/></td>
<td>11-25<br/></td>
<td>26-50<br/></td>
<td>51 or higher<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Undead (HD)<br/></td>
<td>2 or lower<br/></td>
<td>3-8<br/></td>
<td>9-20<br/></td>
<td>21 or higher<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Evil outsider (HD)<br/></td>
<td>1 or lower<br/></td>
<td>2-4<br/></td>
<td>5-10<br/></td>
<td>11 or higher<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Cleric of an evil deity <b>2</b> (class levels)<br/></td>
<td>1<br/></td>
<td>2-4<br/></td>
<td>5-10<br/></td>
<td>11 or higher<br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Evil magic item or spell (caster level)<br/></td>
<td>2nd or lower<br/></td>
<td>3rd-8th<br/></td>
<td>9th-20th<br/></td>
<td>21st or higher<br/></td>

</tr>

<tr maxcol='6' curcol='2'>
<td colspan='5'>1 Except for undead and outsiders, which have their own entries on the table.<br/></td>

</tr>

<tr maxcol='6' curcol='2'>
<td colspan='5'>2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.<br/></td>

</tr>
</table><p><i>Lingering Aura:</i> An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If <i>detect evil</i> is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Original Strength</b><br/></td> <td><b>Duration of</b>
 <b>Lingering Aura</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Faint<br/></td>
<td>1d6 rounds<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Moderate<br/></td>
<td>1d6 minutes<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Strong<br/></td>
<td>1d6x10 minutes<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Overwhelming<br/></td>
<td>1d6 days<br/></td>

</tr>
</table><p>Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.</p><p>Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p/>
</div>
    


name: Detect Good
altname: detect good
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1
components: V, S, DF
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped emanation
effect: None
duration: Concentration, up to 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Reveals creatures, spells, or objects of selected alignment.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>detect evil</i>, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.</p>
      <p/>
    

full_text:
      <div topic='Detect Good' level='5'><p><h5>Detect Good</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1<br/></td></tr></table><p>This spell functions like <i>detect evil</i>, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.</p><p/>
</div>
    


name: Detect Law
altname: detect law
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1
components: V, S, DF
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped emanation
effect: None
duration: Concentration, up to 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Reveals creatures, spells, or objects of selected alignment.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>detect evil</i>, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.</p>
      <p/>
    

full_text:
      <div topic='Detect Law' level='5'><p><h5>Detect Law</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1<br/></td></tr></table><p>This spell functions like <i>detect evil</i>, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.</p><p/>
</div>
    


name: Detect Magic
altname: detect magic
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
components: V, S
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped emanation
effect: None
duration: Concentration, up to 1 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Detects spells and magic items within 60 ft.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.</p>
      <p><i>1st Round:</i> Presence or absence of magical auras.</p>
      <p><i>2nd Round:</i> Number of different magical auras and the power of the most potent aura.</p>
      <p><i>3rd Round:</i> The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)</p>
      <p>Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.</p>
      <p><i>Aura Strength:</i> An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, <i>Detect magic</i> indicates the stronger of the two.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='6' curcol='3'>
<td/>
<td colspan='4' align='center'><b>--------- Aura Power ---------</b><br/></td>

</tr>

<tr maxcol='6' curcol='6'>
<td><b>Spell or Object</b><br/></td>
<td><b>Faint</b><br/></td>
<td><b>Moderate</b><br/></td>
<td><b>Strong</b><br/></td>
<td><b>Overwhelming</b><br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Functioning spell (spell level)<br/></td>
<td>3rd or lower<br/></td>
<td>4th-6th<br/></td>
<td>7th-9th<br/></td>
<td>10th+ (deity-level)<br/></td>

</tr>

<tr maxcol='6' curcol='6'>
<td>Magic item (caster level)<br/></td>
<td>5th or lower<br/></td>
<td>6th-11th<br/></td>
<td>12th-20th<br/></td>
<td>21st+ (artifact)<br/></td>

</tr>
</table>
      <p><i>Lingering Aura:</i> A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If <i>Detect magic</i> is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Original Strength</b><br/></td> <td><b>Duration of Lingering Aura</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Faint<br/></td>
<td>1d6 rounds<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Moderate<br/></td>
<td>1d6 minutes<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Strong<br/></td>
<td>1d6x10 minutes<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Overwhelming<br/></td>
<td>1d6 days<br/></td>

</tr>
</table>
      <p>Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.</p>
      <p>Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
      <p><i>Detect magic</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Detect Magic' level='5'><p><h5>Detect Magic</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration, up to 1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.</p><p><i>1st Round:</i> Presence or absence of magical auras.</p><p><i>2nd Round:</i> Number of different magical auras and the power of the most potent aura.</p><p><i>3rd Round:</i> The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)</p><p>Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.</p><p><i>Aura Strength:</i> An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, <i>Detect magic</i> indicates the stronger of the two.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='6' curcol='3'>
<td/>
<td colspan='4' align='center'><b>--------- Aura Power ---------</b><br/></td>

</tr>

<tr maxcol='6' curcol='6'>
<td><b>Spell or Object</b><br/></td>
<td><b>Faint</b><br/></td>
<td><b>Moderate</b><br/></td>
<td><b>Strong</b><br/></td>
<td><b>Overwhelming</b><br/></td>

</tr>
<tr maxcol='6' curcol='6'>
<td>Functioning spell (spell level)<br/></td>
<td>3rd or lower<br/></td>
<td>4th-6th<br/></td>
<td>7th-9th<br/></td>
<td>10th+ (deity-level)<br/></td>

</tr>

<tr maxcol='6' curcol='6'>
<td>Magic item (caster level)<br/></td>
<td>5th or lower<br/></td>
<td>6th-11th<br/></td>
<td>12th-20th<br/></td>
<td>21st+ (artifact)<br/></td>

</tr>
</table><p><i>Lingering Aura:</i> A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If <i>Detect magic</i> is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Original Strength</b><br/></td> <td><b>Duration of Lingering Aura</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Faint<br/></td>
<td>1d6 rounds<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Moderate<br/></td>
<td>1d6 minutes<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Strong<br/></td>
<td>1d6x10 minutes<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Overwhelming<br/></td>
<td>1d6 days<br/></td>

</tr>
</table><p>Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.</p><p>Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p><i>Detect magic</i> can be made permanent with a <i>permanency</i> spell.</p><p/>
</div>
    


name: Detect Poison
altname: detect poison
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature, one object, or a 5-ft. cube
area: One creature, one object, or a 5-ft. cube
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Detects poison in one creature or small object.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.</p>
      <p>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
      <p/>
    

full_text:
      <div topic='Detect Poison' level='5'><p><h5>Detect Poison</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target or Area:</b><br/></td><td>One creature, one object, or a 5-ft. cube<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.</p><p>The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p/>
</div>
    


name: Detect Scrying
altname: detect scrying
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 4, Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 standard action
range: 40 ft.
target: None
area: 40-ft. -radius emanation centered on you
effect: None
duration: 24 hours
saving_throw: None
spell_resistance: No
short_description: Alerts you of magical eavesdropping.
to_develop: None
material_components: A small piece of mirror and a miniature brass hearing trumpet.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.</p>
      <p>If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.</p>
      <p/>
    

full_text:
      <div topic='Detect Scrying' level='5'><p><h5>Detect Scrying</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>40 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>40-ft. -radius emanation centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>24 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.</p><p>If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.</p><p><i>Material Component:</i> A small piece of mirror and a miniature brass hearing trumpet.</p><p/>
</div>
    


name: Detect Secret Doors
altname: detect secret doors
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 1, Knowledge 1, Sorcerer/Wizard 1
components: V, S
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped emanation
effect: None
duration: Concentration, up to 1 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Reveals hidden doors within 60 ft.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.</p>
      <p><i>1st Round:</i> Presence or absence of secret doors.</p>
      <p><i>2nd Round:</i> Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.</p>
      <p><i>Each Additional Round:</i> The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
      <p/>
    

full_text:
      <div topic='Detect Secret Doors' level='5'><p><h5>Detect Secret Doors</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Knowledge 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration, up to 1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.</p><p><i>1st Round:</i> Presence or absence of secret doors.</p><p><i>2nd Round:</i> Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.</p><p><i>Each Additional Round:</i> The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p/>
</div>
    


name: Detect Snares and Pits
altname: detect snares and pits
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 1, Ranger 1
components: V, S
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped emanation
effect: None
duration: Concentration, up to 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Reveals natural or primitive traps.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.</p>
      <p><i>Detect snares and pits</i> does detect certain natural hazards-quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell <i>snare</i>), nor mechanically complex ones, nor those that have been rendered safe or inactive.</p>
      <p>The amount of information revealed depends on how long you study a particular area.</p>
      <p><i>1st Round:</i> Presence or absence of hazards.</p>
      <p><i>2nd Round:</i> Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.</p>
      <p><i>Each Additional Round:</i> The general type and trigger for one particular hazard closely examined by you.</p>
      <p>Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
      <p/>
    

full_text:
      <div topic='Detect Snares and Pits' level='5'><p><h5>Detect Snares and Pits</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1, Ranger 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration, up to 10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.</p><p><i>Detect snares and pits</i> does detect certain natural hazards-quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell <i>snare</i>), nor mechanically complex ones, nor those that have been rendered safe or inactive.</p><p>The amount of information revealed depends on how long you study a particular area.</p><p><i>1st Round:</i> Presence or absence of hazards.</p><p><i>2nd Round:</i> Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.</p><p><i>Each Additional Round:</i> The general type and trigger for one particular hazard closely examined by you.</p><p>Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p/>
</div>
    


name: Detect Thoughts
altname: detect thoughts
school: Divination
subschool: None
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 2, Knowledge 2, Sorcerer/Wizard 2
components: V, S, F/DF
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped emanation
effect: None
duration: Concentration, up to 1 min./level (D)
saving_throw: Will negates; see text
spell_resistance: No
short_description: Allows 'listening' to surface thoughts.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A copper piece.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.</p>
      <p><i>1st Round:</i> Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).</p>
      <p><i>2nd Round:</i> Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.</p>
      <p><i>3rd Round:</i> Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast <i>detect thoughts</i> again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.</p>
      <p>Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
      <p/>
    

full_text:
      <div topic='Detect Thoughts' level='5'><p><h5>Detect Thoughts</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Knowledge 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration, up to 1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.</p><p><i>1st Round:</i> Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).</p><p><i>2nd Round:</i> Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.</p><p><i>3rd Round:</i> Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast <i>detect thoughts</i> again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.</p><p>Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p><i>Arcane Focus:</i> A copper piece.</p><p/>
</div>
    


name: Detect Undead
altname: detect undead
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1, Paladin 1, Sorcerer/Wizard 1
components: V, S, M/DF
casting_time: 1 standard action
range: 60 ft.
target: None
area: Cone-shaped emanation
effect: None
duration: Concentration, up to 1 minute/level (D)
saving_throw: None
spell_resistance: No
short_description: Reveals undead within 60 ft.
to_develop: None
material_components: None
arcane_material_components: A bit of earth from a grave.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.</p>
      <p><i>1st Round:</i> Presence or absence of undead auras.</p>
      <p><i>2nd Round:</i> Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.</p>
      <p><i>3rd Round:</i> The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.</p>
      <p><i>Aura Strength:</i> The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>HD</b><br/></td>
<td><b>Strength</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>1 or lower<br/></td>
<td>Faint<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>2-4<br/></td>
<td>Moderate<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>5-10<br/></td>
<td>Strong<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11 or higher<br/></td>
<td>Overwhelming<br/></td>

</tr>
</table>
      <p><i>Lingering Aura:</i> An undead aura lingers after its original source is destroyed. If <i>detect undead</i> is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Original Strength</b><br/></td> <td><b>Duration of Lingering Aura</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Faint<br/></td>
<td>1d6 rounds<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Moderate<br/></td>
<td>1d6 minutes<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Strong<br/></td>
<td>1d6x10 minutes<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Overwhelming<br/></td>
<td>1d6 days<br/></td>

</tr>
</table>
      <p>Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>
      <p/>
    

full_text:
      <div topic='Detect Undead' level='5'><p><h5>Detect Undead</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Paladin 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>60 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration, up to 1 minute/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.</p><p><i>1st Round:</i> Presence or absence of undead auras.</p><p><i>2nd Round:</i> Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.</p><p><i>3rd Round:</i> The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.</p><p><i>Aura Strength:</i> The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>HD</b><br/></td>
<td><b>Strength</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>1 or lower<br/></td>
<td>Faint<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>2-4<br/></td>
<td>Moderate<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>5-10<br/></td>
<td>Strong<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>11 or higher<br/></td>
<td>Overwhelming<br/></td>

</tr>
</table><p><i>Lingering Aura:</i> An undead aura lingers after its original source is destroyed. If <i>detect undead</i> is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>Original Strength</b><br/></td> <td><b>Duration of Lingering Aura</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Faint<br/></td>
<td>1d6 rounds<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Moderate<br/></td>
<td>1d6 minutes<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Strong<br/></td>
<td>1d6x10 minutes<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Overwhelming<br/></td>
<td>1d6 days<br/></td>

</tr>
</table><p>Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p><i>Arcane Material Component:</i> A bit of earth from a grave.</p><p/>
</div>
    


name: Dictum
altname: dictum
school: Evocation
subschool: None
descriptor: Lawful, Sonic
spellcraft_dc: None
level: Cleric 7, Law 7
components: V
casting_time: 1 standard action
range: 40 ft.
target: None
area: Nonlawful creatures in a 40-ft. -radius spread centered on you
effect: None
duration: Instantaneous
saving_throw: None or Will negates; see text
spell_resistance: Yes
short_description: Kills, paralyzes, slows, or deafens nonlawful subjects.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>Any nonlawful creature within the area of a <i>dictum</i> spell suffers the following ill effects.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>HD</b><br/></td> <td><b>Effect</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Equal to caster level<br/></td>
<td>Deafened<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Up to caster level -1<br/></td>
<td><i>slowed</i>,  deafened<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Up to caster level -5<br/></td>
<td>Paralyzed, <i>slowed</i>,  deafened<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Up to caster level -10<br/></td>
<td>Killed, paralyzed, <i>slowed</i>, deafened<br/></td>

</tr>
</table>
      <p>The effects are cumulative and concurrent. No saving throw is allowed against these effects.</p>
      <p><i>Deafened:</i> The creature is deafened for 1d4 rounds.</p>
      <p><i>Slowed:</i> The creature is <i>slowed</i>,  as by the <i>slow</i> spell, for 2d4 rounds.</p>
      <p><i>Paralyzed:</i> The creature is paralyzed and helpless for 1d10 minutes.</p>
      <p><i>Killed:</i> Living creatures die. Undead creatures are destroyed.</p>
      <p>Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the <i>dictum</i>. The banishment effect allows a Will save (at a -4 penalty) to negate.</p>
      <p>Creatures whose HD exceed your caster level are unaffected by <i>dictum</i>.</p>
      <p/>
    

full_text:
      <div topic='Dictum' level='5'><p><h5>Dictum</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Lawful, Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Law 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>40 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Nonlawful creatures in a 40-ft. -radius spread centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Any nonlawful creature within the area of a <i>dictum</i> spell suffers the following ill effects.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>HD</b><br/></td> <td><b>Effect</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Equal to caster level<br/></td>
<td>Deafened<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Up to caster level -1<br/></td>
<td><i>slowed</i>,  deafened<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>Up to caster level -5<br/></td>
<td>Paralyzed, <i>slowed</i>,  deafened<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>Up to caster level -10<br/></td>
<td>Killed, paralyzed, <i>slowed</i>, deafened<br/></td>

</tr>
</table><p>The effects are cumulative and concurrent. No saving throw is allowed against these effects.</p><p><i>Deafened:</i> The creature is deafened for 1d4 rounds.</p><p><i>Slowed:</i> The creature is <i>slowed</i>,  as by the <i>slow</i> spell, for 2d4 rounds.</p><p><i>Paralyzed:</i> The creature is paralyzed and helpless for 1d10 minutes.</p><p><i>Killed:</i> Living creatures die. Undead creatures are destroyed.</p><p>Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the <i>dictum</i>. The banishment effect allows a Will save (at a -4 penalty) to negate.</p><p>Creatures whose HD exceed your caster level are unaffected by <i>dictum</i>.</p><p/>
</div>
    


name: Dimension Door
altname: dimension door
school: Conjuration
subschool: Teleportation
descriptor: None
spellcraft_dc: None
level: Bard 4, Sorcerer/Wizard 4, Travel 4
components: V
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: You and touched objects or other touched willing creatures
area: None
effect: None
duration: Instantaneous
saving_throw: None and Will negates (object)
spell_resistance: No and Yes (object)
short_description: Teleports you short distance.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.</p>
      <p>If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.</p>
      <p>If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.</p>
      <p/>
    

full_text:
      <div topic='Dimension Door' level='5'><p><h5>Dimension Door</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Teleportation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Sorcerer/Wizard 4, Travel 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You and touched objects or other touched willing creatures<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None and Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No and Yes (object)<br/></td></tr></table><p>You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.</p><p>If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.</p><p>If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.</p><p/>
</div>
    


name: Dimensional Anchor
altname: dimensional anchor
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Sorcerer/Wizard 4
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Ray
duration: 1 min./level
saving_throw: None
spell_resistance: Yes (object)
short_description: Bars extradimensional movement.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a <i>dimensional anchor</i> include <i>astral projection</i>,  <i>blink</i>,  <i>dimension door</i>,  <i>ethereal jaunt</i>,  <i>etherealness</i>,  <i>gate</i>,  <i>maze</i>,  <i>plane shift</i>,  <i>shadow walk</i>,  <i>teleport</i>,  and similar spell-like or psionic abilities. The spell also prevents the use of a <i>gate</i> or <i>teleportation circle</i> for the duration of the spell.</p>
      <p>A <i>dimensional anchor</i> does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, <i>dimensional anchor</i> does not prevent summoned creatures from disappearing at the end of a summoning spell.</p>
      <p/>
    

full_text:
      <div topic='Dimensional Anchor' level='5'><p><h5>Dimensional Anchor</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a <i>dimensional anchor</i> include <i>astral projection</i>,  <i>blink</i>,  <i>dimension door</i>,  <i>ethereal jaunt</i>,  <i>etherealness</i>,  <i>gate</i>,  <i>maze</i>,  <i>plane shift</i>,  <i>shadow walk</i>,  <i>teleport</i>,  and similar spell-like or psionic abilities. The spell also prevents the use of a <i>gate</i> or <i>teleportation circle</i> for the duration of the spell.</p><p>A <i>dimensional anchor</i> does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, <i>dimensional anchor</i> does not prevent summoned creatures from disappearing at the end of a summoning spell.</p><p/>
</div>
    


name: Dimensional Lock
altname: dimensional lock
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 8, Sorcerer/Wizard 8
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: 20-ft. -radius emanation centered on a point in space
effect: None
duration: One day/level
saving_throw: None
spell_resistance: Yes
short_description: Teleportation and interplanar travel blocked for one day/level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include <i>astral projection</i>,  <i>blink</i>,  <i>dimension door</i>,  <i>ethereal jaunt</i>,  <i>etherealness</i>,  <i>gate</i>,  <i>maze</i>,  <i>plane shift</i>,  <i>shadow walk</i>,  <i>teleport</i>,  and similar spell-like or psionic abilities. Once <i>dimensional lock</i> is in place, extradimensional travel into or out of the area is not possible.</p>
      <p>A <i>dimensional lock</i> does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.</p>
      <p/>
    

full_text:
      <div topic='Dimensional Lock' level='5'><p><h5>Dimensional Lock</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>20-ft. -radius emanation centered on a point in space<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include <i>astral projection</i>,  <i>blink</i>,  <i>dimension door</i>,  <i>ethereal jaunt</i>,  <i>etherealness</i>,  <i>gate</i>,  <i>maze</i>,  <i>plane shift</i>,  <i>shadow walk</i>,  <i>teleport</i>,  and similar spell-like or psionic abilities. Once <i>dimensional lock</i> is in place, extradimensional travel into or out of the area is not possible.</p><p>A <i>dimensional lock</i> does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.</p><p/>
</div>
    


name: Diminish Plants
altname: diminish plants
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 3, Ranger 3
components: V, S, DF
casting_time: 1 standard action
range: See text
target: See text
area: See text
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Reduces size or blights growth of normal plants.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell has two versions.</p>
      <p><i>Prune Growth:</i> This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.</p>
      <p>At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle.</p>
      <p>You may also designate portions of the area that are not affected.</p>
      <p><i>Stunt Growth:</i> This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal.</p>
      <p><i>Diminish plants</i> counters <i>plant growth</i>.</p>
      <p>This spell has no effect on plant creatures.</p>
      <p/>
    

full_text:
      <div topic='Diminish Plants' level='5'><p><h5>Diminish Plants</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 3, Ranger 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target or Area:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell has two versions.</p><p><i>Prune Growth:</i> This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.</p><p>At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle.</p><p>You may also designate portions of the area that are not affected.</p><p><i>Stunt Growth:</i> This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal.</p><p><i>Diminish plants</i> counters <i>plant growth</i>.</p><p>This spell has no effect on plant creatures.</p><p/>
</div>
    


name: Discern Lies
altname: discern lies
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Paladin 3
components: V, S, DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Concentration, up to 1 round/level
saving_throw: Will negates
spell_resistance: No
short_description: Reveals deliberate falsehoods.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.</p>
      <p>Each round, you may concentrate on a different subject.</p>
      <p/>
    

full_text:
      <div topic='Discern Lies' level='5'><p><h5>Discern Lies</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Paladin 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One creature/level, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration, up to 1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.</p><p>Each round, you may concentrate on a different subject.</p><p/>
</div>
    


name: Discern Location
altname: discern location
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 8, Knowledge 8, Sorcerer/Wizard 8
components: V, S, DF
casting_time: 10 minutes
range: Unlimited
target: One creature or object
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Reveals exact location of creature or object.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>A <i>Discern location</i> spell is among the most powerful means of locating creatures or objects. Nothing short of a <i>mind blank</i> spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. <i>Discern location</i> circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.</p>
      <p>To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.</p>
      <p/>
    

full_text:
      <div topic='Discern Location' level='5'><p><h5>Discern Location</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Knowledge 8, Sorcerer/Wizard 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Unlimited<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature or object<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>A <i>Discern location</i> spell is among the most powerful means of locating creatures or objects. Nothing short of a <i>mind blank</i> spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. <i>Discern location</i> circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.</p><p>To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.</p><p/>
</div>
    


name: Disguise Self
altname: disguise self
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 1, Sorcerer/Wizard 1, Trickery 1
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 10 min./level (D)
saving_throw: None
spell_resistance: None
short_description: Changes your appearance.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.</p>
      <p>The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.</p>
      <p>If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.</p>
      <p>A creature that interacts with the glamer gets a Will save to recognize it as an illusion.</p>
      <p/>
    

full_text:
      <div topic='Disguise Self' level='5'><p><h5>Disguise Self</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Sorcerer/Wizard 1, Trickery 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr></table><p>You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.</p><p>The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.</p><p>If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.</p><p>A creature that interacts with the glamer gets a Will save to recognize it as an illusion.</p><p/>
</div>
    


name: Disintegrate
altname: disintegrate
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Destruction 7, Sorcerer/Wizard 6
components: V, S, M/DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Ray
duration: Instantaneous
saving_throw: Fortitude partial (object)
spell_resistance: Yes
short_description: Makes one creature or object vanish.
to_develop: None
material_components: None
arcane_material_components: A lodestone and a pinch of dust.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.</p>
      <p>When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as <i>forceful hand</i> or a <i>wall of force</i>, but not magical effects such as a <i>globe of invulnerability</i> or an <i>antimagic field</i>.</p>
      <p>A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.</p>
      <p>Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.</p>
      <p/>
    

full_text:
      <div topic='Disintegrate' level='5'><p><h5>Disintegrate</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Destruction 7, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.</p><p>When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as <i>forceful hand</i> or a <i>wall of force</i>, but not magical effects such as a <i>globe of invulnerability</i> or an <i>antimagic field</i>.</p><p>A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.</p><p>Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.</p><p><i>Arcane Material Component:</i> A lodestone and a pinch of dust.</p><p/>
</div>
    


name: Dismissal
altname: dismissal
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Sorcerer/Wizard 5
components: V, S, DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One extraplanar creature
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: Forces a creature to return to native plane.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC - creature's HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.</p>
      <p/>
    

full_text:
      <div topic='Dismissal' level='5'><p><h5>Dismissal</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One extraplanar creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC - creature's HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.</p><p/>
</div>
    


name: Dispel Chaos
altname: dispel chaos
school: Abjuration
subschool: None
descriptor: Lawful
spellcraft_dc: None
level: Cleric 5, Law 5, Paladin 4
components: V, S, DF
casting_time: 1 standard action
range: Touch
area: None
effect: None
duration: 1 round/level or until discharged, whichever comes first
saving_throw: See text
spell_resistance: See text
short_description: +4 bonus against attacks by chaotic creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
target:
You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object

description:
      <p>This spell functions like <i>dispel evil</i>, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.</p>
      <p/>
    

full_text:
      <div topic='Dispel Chaos' level='5'><p><h5>Dispel Chaos</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Lawful]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Law 5, Paladin 4<br/></td></tr></table><p>This spell functions like <i>dispel evil</i>, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.</p><p/>
</div>
    


name: Dispel Evil
altname: dispel evil
school: Abjuration
subschool: None
descriptor: Good
spellcraft_dc: None
level: Cleric 5, Good 5, Paladin 4
components: V, S, DF
casting_time: 1 standard action
range: Touch
area: None
effect: None
duration: 1 round/level or until discharged, whichever comes first
saving_throw: See text
spell_resistance: See text
short_description: +4 bonus against attacks by evil creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
target:
You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object

description:
      <p>Shimmering, white, holy energy surrounds you. This power has three effects.</p>
      <p>First, you gain a +4 deflection bonus to AC against attacks by evil creatures.</p>
      <p>Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.</p>
      <p>Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. <i>Exception:</i> Spells that can't be dispelled by <i>dispel magic</i> also can't be dispelled by <i>dispel evil</i>. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.</p>
      <p/>
    

full_text:
      <div topic='Dispel Evil' level='5'><p><h5>Dispel Evil</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Good]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Good 5, Paladin 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target or Targets:</b><br/></td><td>You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level or until discharged, whichever comes first<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>See text<br/></td></tr></table><p>Shimmering, white, holy energy surrounds you. This power has three effects.</p><p>First, you gain a +4 deflection bonus to AC against attacks by evil creatures.</p><p>Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.</p><p>Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. <i>Exception:</i> Spells that can't be dispelled by <i>dispel magic</i> also can't be dispelled by <i>dispel evil</i>. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.</p><p/>
</div>
    


name: Dispel Good
altname: dispel good
school: Abjuration
subschool: None
descriptor: Evil
spellcraft_dc: None
level: Cleric 5, Evil 5
components: V, S, DF
casting_time: 1 standard action
range: Touch
area: None
effect: None
duration: 1 round/level or until discharged, whichever comes first
saving_throw: See text
spell_resistance: See text
short_description: +4 bonus against attacks by good creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
target:
You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object

description:
      <p>This spell functions like <i>dispel evil</i>, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.</p>
      <p/>
    

full_text:
      <div topic='Dispel Good' level='5'><p><h5>Dispel Good</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Evil 5<br/></td></tr></table><p>This spell functions like <i>dispel evil</i>, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.</p><p/>
</div>
    


name: Dispel Law
altname: dispel law
school: Abjuration
subschool: None
descriptor: Chaotic
spellcraft_dc: None
level: Chaos 5, Cleric 5
components: V, S, DF
casting_time: 1 standard action
range: Touch
area: None
effect: None
duration: 1 round/level or until discharged, whichever comes first
saving_throw: See text
spell_resistance: See text
short_description: +4 bonus against attacks by lawful creatures.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>dispel evil</i>, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.</p>
      <p/>
    

full_text:
      <div topic='Dispel Law' level='5'><p><h5>Dispel Law</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Chaotic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Chaos 5, Cleric 5<br/></td></tr></table><p>This spell functions like <i>dispel evil</i>, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.</p><p/>
</div>
    


name: Dispel Magic
altname: dispel magic
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 3, Cleric 3, Druid 4, Magic 3, Paladin 3, Sorcerer/Wizard 3
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One spellcaster, creature, or object; or 20-ft. -radius burst
area: One spellcaster, creature, or object; or 20-ft. -radius burst
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Cancels magical spells and effects.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You can use <i>dispel magic</i> to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by <i>dispel magic</i>. <i>dispel magic</i> can dispel (but not counter) spell-like effects just as it does spells.</p>
      <p><i>Note:</i> The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the <i>dispel magic</i> can take effect.</p>
      <p>You choose to use <i>dispel magic</i> in one of three ways: a targeted dispel, an area dispel, or a counterspell:</p>
      <p><i>Targeted Dispel:</i> One object, creature, or spell is the target of the <i>dispel magic</i> spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.</p>
      <p>If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by <i>monster summoning</i>), you make a dispel check to end the spell that conjured the object or creature.</p>
      <p>If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a <i>bag of holding</i>) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.</p>
      <p>You automatically succeed on your dispel check against any spell that you cast yourself.</p>
      <p><i>Area Dispel:</i> When <i>dispel magic</i> is used in this way, the spell affects everything within a 20-foot radius.</p>
      <p>For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the <i>dispel magic</i> spell so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected.</p>
      <p>For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.</p>
      <p>For each ongoing area or effect spell whose point of origin is within the area of the <i>dispel magic</i> spell, you can make a dispel check to dispel the spell.</p>
      <p>For each ongoing spell whose area overlaps that of the <i>dispel magic</i> spell, you can make a dispel check to end the effect, but only within the overlapping area.</p>
      <p>If an object or creature that is the effect of an ongoing spell (such as a monster summoned by <i>monster summoning</i>) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.</p>
      <p>You may choose to automatically succeed on dispel checks against any spell that you have cast.</p>
      <p><i>Counterspell:</i> When <i>dispel magic</i> is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, <i>dispel magic</i> may not work; you must make a dispel check to counter the other spellcaster's spell.</p>
      <p/>
    

full_text:
      <div topic='Dispel Magic' level='5'><p><h5>Dispel Magic</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Cleric 3, Druid 4, Magic 3, Paladin 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target or Area:</b><br/></td><td>One spellcaster, creature, or object; or 20-ft. -radius burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You can use <i>dispel magic</i> to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by <i>dispel magic</i>. <i>dispel magic</i> can dispel (but not counter) spell-like effects just as it does spells.</p><p><i>Note:</i> The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the <i>dispel magic</i> can take effect.</p><p>You choose to use <i>dispel magic</i> in one of three ways: a targeted dispel, an area dispel, or a counterspell:</p><p><i>Targeted Dispel:</i> One object, creature, or spell is the target of the <i>dispel magic</i> spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.</p><p>If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by <i>monster summoning</i>), you make a dispel check to end the spell that conjured the object or creature.</p><p>If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a <i>bag of holding</i>) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.</p><p>You automatically succeed on your dispel check against any spell that you cast yourself.</p><p><i>Area Dispel:</i> When <i>dispel magic</i> is used in this way, the spell affects everything within a 20-foot radius.</p><p>For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the <i>dispel magic</i> spell so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected.</p><p>For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.</p><p>For each ongoing area or effect spell whose point of origin is within the area of the <i>dispel magic</i> spell, you can make a dispel check to dispel the spell.</p><p>For each ongoing spell whose area overlaps that of the <i>dispel magic</i> spell, you can make a dispel check to end the effect, but only within the overlapping area.</p><p>If an object or creature that is the effect of an ongoing spell (such as a monster summoned by <i>monster summoning</i>) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.</p><p>You may choose to automatically succeed on dispel checks against any spell that you have cast.</p><p><i>Counterspell:</i> When <i>dispel magic</i> is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, <i>dispel magic</i> may not work; you must make a dispel check to counter the other spellcaster's spell.</p><p/>
</div>
    


name: Dispel Magic, Greater
altname: greater dispel magic
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 5, Cleric 6, Druid 6, Sorcerer/Wizard 6
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One spellcaster, creature, or object; or 20-ft. -radius burst
area: One spellcaster, creature, or object; or 20-ft. -radius burst
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: As dispel magic, but +20 on check.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>dispel magic</i>, except that the maximum caster level on your dispel check is +20 instead of +10.</p>
      <p>Additionally, <i>greater dispel magic</i> has a chance to dispel any effect that <i>remove curse</i> can remove, even if <i>dispel magic</i> can't dispel that effect.</p>
      <p/>
    

full_text:
      <div topic='Dispel Magic, Greater' level='5'><p><h5>Dispel Magic, Greater</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Cleric 6, Druid 6, Sorcerer/Wizard 6<br/></td></tr></table><p>This spell functions like <i>dispel magic</i>, except that the maximum caster level on your dispel check is +20 instead of +10.</p><p>Additionally, <i>greater dispel magic</i> has a chance to dispel any effect that <i>remove curse</i> can remove, even if <i>dispel magic</i> can't dispel that effect.</p><p/>
</div>
    


name: Displacement
altname: displacement
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 3
components: V, M
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Attacks miss subject 50%.
to_develop: None
material_components: A small strip of leather twisted into a loop.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, <i>displacement</i> does not prevent enemies from targeting the creature normally. <i>True seeing</i> reveals its true location.</p>
      <p/>
    

full_text:
      <div topic='Displacement' level='5'><p><h5>Displacement</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, <i>displacement</i> does not prevent enemies from targeting the creature normally. <i>True seeing</i> reveals its true location.</p><p><i>Material Component:</i> A small strip of leather twisted into a loop.</p><p/>
</div>
    


name: Disrupt Undead
altname: disrupt undead
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 0
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Ray
duration: Instantaneous
saving_throw: None
spell_resistance: Yes
short_description: Deals 1d6 damage to one undead.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.</p>
      <p/>
    

full_text:
      <div topic='Disrupt Undead' level='5'><p><h5>Disrupt Undead</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.</p><p/>
</div>
    


name: Disrupting Weapon
altname: disrupting weapon
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 5
components: V, S
casting_time: 1 standard action
range: Touch
target: One melee weapon
area: None
effect: None
duration: 1 round/level
saving_throw: Will negates (harmless, object); see text
spell_resistance: Yes (harmless, object)
short_description: Melee weapon destroys undead.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.</p>
      <p/>
    

full_text:
      <div topic='Disrupting Weapon' level='5'><p><h5>Disrupting Weapon</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One melee weapon<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless, object); see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless, object)<br/></td></tr></table><p>This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.</p><p/>
</div>
    


name: Divination
altname: divination
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, Knowledge 4
components: V, S, M
casting_time: 10 minutes
range: Personal
target: You
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: None
short_description: Provides useful advice for specific proposed actions.
to_develop: None
material_components: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>Similar to <i>augury</i> but more powerful, a <i>divination</i> spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct <i>divination</i> is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.</p>
      <p>As with <i>augury</i>, multiple <i>divinations</i> about the same topic by the same caster use the same dice result as the first <i>divination</i> spell and yield the same answer each time.</p>
      <p/>
    

full_text:
      <div topic='Divination' level='5'><p><h5>Divination</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, Knowledge 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr></table><p>Similar to <i>augury</i> but more powerful, a <i>divination</i> spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct <i>divination</i> is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.</p><p>As with <i>augury</i>, multiple <i>divinations</i> about the same topic by the same caster use the same dice result as the first <i>divination</i> spell and yield the same answer each time.</p><p><i>Material Component:</i> Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.</p><p/>
</div>
    


name: Divine Favor
altname: divine favor
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1, Paladin 1
components: V, S, DF
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 minute
saving_throw: None
spell_resistance: None
short_description: You gain +1 per three levels on attack and damage rolls.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn't apply to spell damage.</p>
      <p/>
    

full_text:
      <div topic='Divine Favor' level='5'><p><h5>Divine Favor</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Paladin 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 minute<br/></td></tr></table><p>Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn't apply to spell damage.</p><p/>
</div>
    


name: Divine Power
altname: divine power
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 4, War 4
components: V, S, DF
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 round/level
saving_throw: None
spell_resistance: None
short_description: You gain attack bonus, +6 to Str, and 1 hp/level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.</p>
      <p/>
    

full_text:
      <div topic='Divine Power' level='5'><p><h5>Divine Power</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 4, War 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr></table><p>Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.</p><p/>
</div>
    


name: Dominate Animal
altname: dominate animal
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Animal 3, Druid 3
components: V, S
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: One animal
area: None
effect: None
duration: 1 round/level
saving_throw: Will negates
spell_resistance: Yes
short_description: Subject animal obeys silent mental commands.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You can enchant an animal and direct it with simple commands such as 'Attack,' 'Run,' and 'Fetch.' Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the <i>dominated</i> animal) are simply ignored.</p>
      <p><i>Dominate animal</i> establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a <i>dominated</i> creature a new command is the equivalent of redirecting a spell, so it is a move action.</p>
      <p/>
    

full_text:
      <div topic='Dominate Animal' level='5'><p><h5>Dominate Animal</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Animal 3, Druid 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One animal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You can enchant an animal and direct it with simple commands such as 'Attack,' 'Run,' and 'Fetch.' Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the <i>dominated</i> animal) are simply ignored.</p><p><i>Dominate animal</i> establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a <i>dominated</i> creature a new command is the equivalent of redirecting a spell, so it is a move action.</p><p/>
</div>
    


name: Dominate Monster
altname: dominate monster
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 9
components: V, S
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: One creature
area: None
effect: None
duration: One day/level
saving_throw: Will negates
spell_resistance: Yes
short_description: As dominate person, but any creature.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>dominate person</i>,  except that the spell is not restricted by creature type.</p>
      <p/>
    

full_text:
      <div topic='Dominate Monster' level='5'><p><h5>Dominate Monster</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr></table><p>This spell functions like <i>dominate person</i>,  except that the spell is not restricted by creature type.</p><p/>
</div>
    


name: Dominate Person
altname: dominate person
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 4, Sorcerer/Wizard 5
components: V, S
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: One humanoid
area: None
effect: None
duration: One day/level
saving_throw: Will negates
spell_resistance: Yes
short_description: Controls humanoid telepathically.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.</p>
      <p>If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as 'Come here,' 'Go there,' 'Fight,' and 'Stand still.' You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.</p>
      <p>Once you have given a <i>dominated</i> creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).</p>
      <p>Changing your instructions or giving a <i>dominated</i> creature a new command is the equivalent of redirecting a spell, so it is a move action.</p>
      <p>By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.</p>
      <p>Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.</p>
      <p>If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.</p>
      <p><i>Protection from evil</i> or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.</p>
      <p/>
    

full_text:
      <div topic='Dominate Person' level='5'><p><h5>Dominate Person</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 4, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One humanoid<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>One day/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.</p><p>If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as 'Come here,' 'Go there,' 'Fight,' and 'Stand still.' You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.</p><p>Once you have given a <i>dominated</i> creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).</p><p>Changing your instructions or giving a <i>dominated</i> creature a new command is the equivalent of redirecting a spell, so it is a move action.</p><p>By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.</p><p>Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.</p><p>If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.</p><p><i>Protection from evil</i> or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.</p><p/>
</div>
    


name: Doom
altname: doom
school: Necromancy
subschool: None
descriptor: Fear, Mind-Affecting
spellcraft_dc: None
level: Cleric 1
components: V, S, DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One living creature
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates
spell_resistance: Yes
short_description: One subject takes -2 on attack rolls, damage rolls, saves, and checks.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.</p>
      <p/>
    

full_text:
      <div topic='Doom' level='5'><p><h5>Doom</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Fear, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.</p><p/>
</div>
    


name: Dream
altname: dream
school: Illusion
subschool: Phantasm
descriptor: Mind-Affecting
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 5
components: V, S
casting_time: 1 minute
range: Unlimited
target: One living creature touched
area: None
effect: None
duration: See text
saving_throw: None
spell_resistance: Yes
short_description: Sends message to anyone sleeping.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.</p>
      <p>Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.</p>
      <p>If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.</p>
      <p>Creatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell.</p>
      <p>The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.</p>
      <p/>
    

full_text:
      <div topic='Dream' level='5'><p><h5>Dream</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Phantasm) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Unlimited<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.</p><p>Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.</p><p>If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.</p><p>Creatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell.</p><p>The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.</p><p/>
</div>
    


name: Eagle's Splendor
altname: eagle's splendor
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 2, Cleric 2, Paladin 2, Sorcerer/Wizard 2
components: V, S, M/DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes
short_description: Subject gains +4 to Cha for 1 min./level.
to_develop: None
material_components: None
arcane_material_components: A few feathers or a pinch of droppings from an eagle.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.</p>
      <p/>
    

full_text:
      <div topic='Eagle's Splendor' level='5'><p><h5>Eagle's Splendor</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Cleric 2, Paladin 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.</p><p><i>Arcane Material Component:</i> A few feathers or a pinch of droppings from an eagle.</p><p/>
</div>
    


name: Eagle's Splendor, Mass
altname: mass eagle's splendor
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 6, Cleric 6, Sorcerer/Wizard 6
components: V, S, M/DF
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes
short_description: As eagle's splendor, affects one subject/level.
to_develop: None
material_components: None
arcane_material_components: A few feathers or a pinch of droppings from an eagle.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>eagle's splendor</i>, except that it affects multiple creatures.</p>
      <p/>
    

full_text:
      <div topic='Eagle's Splendor, Mass' level='5'><p><h5>Eagle's Splendor, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Cleric 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature/level, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>eagle's splendor</i>, except that it affects multiple creatures.</p><p/>
</div>
    


name: Earthquake
altname: earthquake
school: Evocation
subschool: None
descriptor: Earth
spellcraft_dc: None
level: Cleric 8, Destruction 8, Druid 8, Earth 7
components: V, S, DF
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: 80-ft. -radius spread (S)
effect: None
duration: 1 round
saving_throw: See text
spell_resistance: No
short_description: Intense tremor shakes 80-ft. -radius.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>When you cast <i>earthquake</i>,  an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an <i>earthquake</i> spell depends on the nature of the terrain where it is cast.</p>
      <p><i>Cave</i>,  <i>Cavern</i>,  <i>or Tunnel:</i> The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An <i>earthquake</i> cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.</p>
      <p><i>Cliffs: Earthquake</i> causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).</p>
      <p><i>Open Ground:</i> Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.</p>
      <p><i>Structure:</i> Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).</p>
      <p><i>River</i>,  <i>Lake</i>,  <i>or Marsh:</i> Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.</p>
      <p><i>Pinned beneath Rubble:</i> Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.</p>
      <p/>
    

full_text:
      <div topic='Earthquake' level='5'><p><h5>Earthquake</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Earth]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Destruction 8, Druid 8, Earth 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>80-ft. -radius spread (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>When you cast <i>earthquake</i>,  an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an <i>earthquake</i> spell depends on the nature of the terrain where it is cast.</p><p><i>Cave</i>,  <i>Cavern</i>,  <i>or Tunnel:</i> The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An <i>earthquake</i> cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.</p><p><i>Cliffs: Earthquake</i> causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).</p><p><i>Open Ground:</i> Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.</p><p><i>Structure:</i> Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).</p><p><i>River</i>,  <i>Lake</i>,  <i>or Marsh:</i> Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.</p><p><i>Pinned beneath Rubble:</i> Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.</p><p/>
</div>
    


name: Elemental Swarm
altname: elemental swarm
school: Conjuration
subschool: Summoning
descriptor: see text
spellcraft_dc: None
level: Air 9, Druid 9, Earth 9, Fire 9, Water 9
components: V, S
casting_time: 10 minutes
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart
duration: 10 min./level (D)
saving_throw: None
spell_resistance: No
short_description: Summons multiple elementals.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.</p>
      <p>When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.</p>
      <p>The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.</p>
      <p>When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.</p>
      <p/>
    

full_text:
      <div topic='Elemental Swarm' level='5'><p><h5>Elemental Swarm</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [see text]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Air 9, Druid 9, Earth 9, Fire 9, Water 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Two or more summoned creatures, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.</p><p>When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.</p><p>The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.</p><p>When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.</p><p/>
</div>
    


name: Endure Elements
altname: endure elements
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1, Druid 1, Paladin 1, Ranger 1, Sorcerer/Wizard 1, Sun 1
components: V, S
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Exist comfortably in hot or cold environments.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>A creature protected by <i>Endure elements</i> suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature's equipment is likewise protected.</p>
      <p><i>Endure elements</i> doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.</p>
      <p/>
    

full_text:
      <div topic='Endure Elements' level='5'><p><h5>Endure Elements</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Druid 1, Paladin 1, Ranger 1, Sorcerer/Wizard 1, Sun 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>24 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>A creature protected by <i>Endure elements</i> suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature's equipment is likewise protected.</p><p><i>Endure elements</i> doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.</p><p/>
</div>
    


name: Energy Drain
altname: energy drain
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 9, Sorcerer/Wizard 9
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Ray of negative energy
duration: Instantaneous
saving_throw: Fortitude partial; see text for enervation
spell_resistance: Yes
short_description: Subject gains 2d4 negative levels.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>enervation</i>,  except that the creature struck gains 2d4 negative levels, and the negative levels last longer.</p>
      <p>There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = <i>energy drain</i> spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject's character levels is permanently drained.</p>
      <p>An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.</p>
      <p/>
    

full_text:
      <div topic='Energy Drain' level='5'><p><h5>Energy Drain</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 9, Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial; see text for enervation<br/></td></tr></table><p>This spell functions like <i>enervation</i>,  except that the creature struck gains 2d4 negative levels, and the negative levels last longer.</p><p>There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = <i>energy drain</i> spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject's character levels is permanently drained.</p><p>An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.</p><p/>
</div>
    


name: Enervation
altname: enervation
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 4
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Ray of negative energy
duration: Instantaneous
saving_throw: None
spell_resistance: Yes
short_description: Subject gains 1d4 negative levels.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.</p>
      <p>If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).</p>
      <p>Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.</p>
      <p>Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from <i>enervation</i> don't last long enough to do so.</p>
      <p>An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.</p>
      <p/>
    

full_text:
      <div topic='Enervation' level='5'><p><h5>Enervation</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray of negative energy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.</p><p>If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).</p><p>Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.</p><p>Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from <i>enervation</i> don't last long enough to do so.</p><p>An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.</p><p/>
</div>
    


name: Enlarge Person
altname: enlarge person
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 1, Strength 1
components: V, S, M
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: One humanoid creature
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Humanoid creature doubles in size.
to_develop: None
material_components: A pinch of powdered iron.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.</p>
      <p>A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.</p>
      <p>If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.</p>
      <p>All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any <i>enlarged</i> item that leaves an <i>enlarged</i> creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of <i>enlarged</i> items are not increased by this spell.</p>
      <p>Multiple magical effects that increase size do not stack,.</p>
      <p><i>Enlarge person</i> counters and dispels <i>reduce person</i>.</p>
      <p><i>Enlarge person</i> can be made permanent with a <i>permanency</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Enlarge Person' level='5'><p><h5>Enlarge Person</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 1, Strength 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One humanoid creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.</p><p>A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.</p><p>If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.</p><p>All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any <i>enlarged</i> item that leaves an <i>enlarged</i> creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of <i>enlarged</i> items are not increased by this spell.</p><p>Multiple magical effects that increase size do not stack,.</p><p><i>Enlarge person</i> counters and dispels <i>reduce person</i>.</p><p><i>Enlarge person</i> can be made permanent with a <i>permanency</i> spell.</p><p><i>Material Component:</i> A pinch of powdered iron.</p><p/>
</div>
    


name: Enlarge Person, Mass
altname: mass enlarge person
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 round
range: Close (25 ft. + 5 ft./2 levels)
target: One humanoid creature/level, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: 1 min./level (D)
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Enlarges several creatures.
to_develop: None
material_components: A pinch of powdered iron.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>enlarge person</i>, except that it affects multiple creatures.</p>
      <p/>
    

full_text:
      <div topic='Enlarge Person, Mass' level='5'><p><h5>Enlarge Person, Mass</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One humanoid creature/level, no two of which can be more than 30 ft. apart<br/></td></tr></table><p>This spell functions like <i>enlarge person</i>, except that it affects multiple creatures.</p><p/>
</div>
    


name: Entangle
altname: entangle
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 1, Plant 1, Ranger 1
components: V, S, DF
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: Plants in a 40-ft. -radius spread
effect: None
duration: 1 min./level (D)
saving_throw: Reflex partial; see text
spell_resistance: No
short_description: Plants entangle everyone in 40-ft. -radius circle.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.</p>
      <p><i>Note:</i> The effects of the spell may be altered somewhat, based on the nature of the entangling plants.</p>
      <p/>
    

full_text:
      <div topic='Entangle' level='5'><p><h5>Entangle</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1, Plant 1, Ranger 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Plants in a 40-ft. -radius spread<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex partial; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.</p><p><i>Note:</i> The effects of the spell may be altered somewhat, based on the nature of the entangling plants.</p><p/>
</div>
    


name: Enthrall
altname: enthrall
school: Enchantment
subschool: Charm
descriptor: Language Dependent, Mind-Affecting, Sonic
spellcraft_dc: None
level: Bard 2, Cleric 2
components: V, S
casting_time: 1 round
range: Medium (100 ft. + 10 ft./level)
target: Any number of creatures
area: None
effect: None
duration: 1 hour or less
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: Captivates all within 100 ft. + 10 ft./level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.</p>
      <p>A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.</p>
      <p>The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those <i>enthralled</i> by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become <i>enthralled</i>. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.</p>
      <p>If those not <i>enthralled</i> have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.</p>
      <p>If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously <i>enthralled</i> members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.</p>
      <p/>
    

full_text:
      <div topic='Enthrall' level='5'><p><h5>Enthrall</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 2, Cleric 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Any number of creatures<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.</p><p>A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.</p><p>The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those <i>enthralled</i> by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become <i>enthralled</i>. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.</p><p>If those not <i>enthralled</i> have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.</p><p>If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously <i>enthralled</i> members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.</p><p/>
</div>
    


name: Entropic Shield
altname: entropic shield
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 1, Luck 1
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: None
short_description: Ranged attacks against you have 20% miss chance.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.</p>
      <p/>
    

full_text:
      <div topic='Entropic Shield' level='5'><p><h5>Entropic Shield</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 1, Luck 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr></table><p>A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.</p><p/>
</div>
    


name: Erase
altname: erase
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 1, Sorcerer/Wizard 1
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One scroll or two pages
area: None
effect: None
duration: Instantaneous
saving_throw: See text
spell_resistance: No
short_description: Mundane or magical writing vanishes.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p><i>erase</i> removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove <i>explosive runes</i>,  a <i>glyph of warding</i>,  a <i>sepia snake sigil</i>,  or an <i>arcane mark</i>, but not <i>illusory script</i> or a <i>symbol</i> spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.</p>
      <p>Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase <i>explosive runes</i>, a <i>glyph of warding</i>, or a <i>sepia snake sigil</i>, you accidentally activate that writing instead.</p>
      <p/>
    

full_text:
      <div topic='Erase' level='5'><p><h5>Erase</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One scroll or two pages<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p><i>erase</i> removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove <i>explosive runes</i>,  a <i>glyph of warding</i>,  a <i>sepia snake sigil</i>,  or an <i>arcane mark</i>, but not <i>illusory script</i> or a <i>symbol</i> spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.</p><p>Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase <i>explosive runes</i>, a <i>glyph of warding</i>, or a <i>sepia snake sigil</i>, you accidentally activate that writing instead.</p><p/>
</div>
    


name: Ethereal Jaunt
altname: ethereal jaunt
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 7, Sorcerer/Wizard 7
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 round/level (D)
saving_throw: None
spell_resistance: None
short_description: You become ethereal for 1 round/level.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.</p>
      <p>An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.</p>
      <p>Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.</p>
      <p>Treat other ethereal creatures and ethereal objects as if they were material.</p>
      <p>If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.</p>
      <p/>
    

full_text:
      <div topic='Ethereal Jaunt' level='5'><p><h5>Ethereal Jaunt</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 7, Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr></table><p>You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.</p><p>An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.</p><p>Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.</p><p>Treat other ethereal creatures and ethereal objects as if they were material.</p><p>If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.</p><p/>
</div>
    


name: Etherealness
altname: etherealness
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 9, Sorcerer/Wizard 9
components: V, S
casting_time: 1 standard action
range: Touch; see text
target: You and one other touched creature per three levels
area: None
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: Yes
short_description: Travel to Ethereal Plane with companions.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell functions like <i>ethereal jaunt</i>,  except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.</p>
      <p>When the spell expires, all affected creatures on the Ethereal Plane return to material existence.</p>
      <p/>
    

full_text:
      <div topic='Etherealness' level='5'><p><h5>Etherealness</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 9, Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>You and one other touched creature per three levels<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell functions like <i>ethereal jaunt</i>,  except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.</p><p>When the spell expires, all affected creatures on the Ethereal Plane return to material existence.</p><p/>
</div>
    


name: Expeditious Retreat
altname: expeditious retreat
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 1, Sorcerer/Wizard 1
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: None
short_description: Your speed increases by 30 ft.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).</p>
      <p/>
    

full_text:
      <div topic='Expeditious Retreat' level='5'><p><h5>Expeditious Retreat</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr></table><p>This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).</p><p/>
</div>
    


name: Explosive Runes
altname: explosive runes
school: Abjuration
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 3
components: V, S
casting_time: 1 standard action
range: Touch
target: One touched object weighing no more than 10 lb.
area: None
effect: None
duration: Permanent until discharged (D)
saving_throw: See text
spell_resistance: Yes
short_description: Deals 6d6 damage when read.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The <i>runes</i> detonate when read, dealing 6d6 points of force damage. Anyone next to the <i>runes</i> (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the <i>runes</i> is entitled to a Reflex save for half damage. The object on which the <i>runes</i> were written also takes full damage (no saving throw).</p>
      <p>You and any characters you specifically instruct can read the protected writing without triggering the <i>runes</i>. Likewise, you can remove the <i>runes</i> whenever desired. Another creature can remove them with a successful <i>dispel magic</i> or <i>erase</i> spell, but attempting to dispel or erase the <i>runes</i> and failing to do so triggers the explosion.</p>
      <p><i>Note:</i> Magic traps such as <i>explosive runes</i> are hard to detect and disable. A rogue (only) can use the Search skill to find the <i>runes</i> and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for <i>explosive runes</i>.</p>
      <p/>
    

full_text:
      <div topic='Explosive Runes' level='5'><p><h5>Explosive Runes</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One touched object weighing no more than 10 lb.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent until discharged (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The <i>runes</i> detonate when read, dealing 6d6 points of force damage. Anyone next to the <i>runes</i> (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the <i>runes</i> is entitled to a Reflex save for half damage. The object on which the <i>runes</i> were written also takes full damage (no saving throw).</p><p>You and any characters you specifically instruct can read the protected writing without triggering the <i>runes</i>. Likewise, you can remove the <i>runes</i> whenever desired. Another creature can remove them with a successful <i>dispel magic</i> or <i>erase</i> spell, but attempting to dispel or erase the <i>runes</i> and failing to do so triggers the explosion.</p><p><i>Note:</i> Magic traps such as <i>explosive runes</i> are hard to detect and disable. A rogue (only) can use the Search skill to find the <i>runes</i> and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for <i>explosive runes</i>.</p><p/>
</div>
    


name: Eyebite
altname: eyebite
school: Necromancy
subschool: None
descriptor: Evil
spellcraft_dc: None
level: Bard 6, Sorcerer/Wizard 6
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One living creature
area: None
effect: None
duration: 1 round per three levels; see text
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Target becomes panicked, sickened, and comatose.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsD-E
description:
      <p>Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>HD</b><br/></td>
<td><b>Effect</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>10 or more<br/></td>
<td>Sickened<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>5-9<br/></td>
<td>Panicked, sickened<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>4 or less<br/></td>
<td>Comatose, panicked, sickened<br/></td>

</tr>
</table>
      <p>The effects are cumulative and concurrent.</p>
      <p><i>Sickened:</i> Sudden pain and fever sweeps over the subject's body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a <i>remove disease</i> or <i>heal</i> spell, but a <i>remove curse</i> is effective.</p>
      <p><i>Panicked:</i> The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.</p>
      <p><i>Comatose:</i> The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a <i>sleep</i> effect, and thus elves are not immune to it.</p>
      <p>The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.</p>
      <p/>
    

full_text:
      <div topic='Eyebite' level='5'><p><h5>Eyebite</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round per three levels; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='3' curcol='3'>
<td><b>HD</b><br/></td>
<td><b>Effect</b><br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>10 or more<br/></td>
<td>Sickened<br/></td>

</tr>
<tr maxcol='3' curcol='3'>
<td>5-9<br/></td>
<td>Panicked, sickened<br/></td>

</tr>

<tr maxcol='3' curcol='3'>
<td>4 or less<br/></td>
<td>Comatose, panicked, sickened<br/></td>

</tr>
</table><p>The effects are cumulative and concurrent.</p><p><i>Sickened:</i> Sudden pain and fever sweeps over the subject's body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a <i>remove disease</i> or <i>heal</i> spell, but a <i>remove curse</i> is effective.</p><p><i>Panicked:</i> The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.</p><p><i>Comatose:</i> The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a <i>sleep</i> effect, and thus elves are not immune to it.</p><p>The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.</p><p/>
</div>
    


name: Fabricate
altname: fabricate
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, M
casting_time: See text
range: Close (25 ft. + 5 ft./2 levels)
target: Up to 10 cu. ft./level; see text
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: Transforms raw materials into finished items.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
material_components:
The original material, which costs the same amount as the raw materials required to craft the item to be created.

description:
      <p>You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the <i>fabricate</i> spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.</p>
      <p>You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.</p>
      <p>Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.</p>
      <p/>
    

full_text:
      <div topic='Fabricate' level='5'><p><h5>Fabricate</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Up to 10 cu. ft./level; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the <i>fabricate</i> spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.</p><p>You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.</p><p>Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.</p><p><i>Material Component:</i> The original material, which costs the same amount as the raw materials required to craft the item to be created.</p><p/>
</div>
    


name: Faerie Fire
altname: faerie fire
school: Evocation
subschool: None
descriptor: Light
spellcraft_dc: None
level: Druid 1
components: V, S, DF
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: Creatures and objects within a 5-ft. -radius burst
effect: None
duration: 1 min./level (D)
saving_throw: None
spell_resistance: Yes
short_description: Outlines subjects with light, canceling blur, concealment, and the like.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical <i>darkness</i> effect functions normally), <i>blur</i>, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The <i>faerie fire</i> can be blue, green, or violet, according to your choice at the time of casting. The <i>faerie fire</i> does not cause any harm to the objects or creatures thus outlined.</p>
      <p/>
    

full_text:
      <div topic='Faerie Fire' level='5'><p><h5>Faerie Fire</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Light]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Creatures and objects within a 5-ft. -radius burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical <i>darkness</i> effect functions normally), <i>blur</i>, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The <i>faerie fire</i> can be blue, green, or violet, according to your choice at the time of casting. The <i>faerie fire</i> does not cause any harm to the objects or creatures thus outlined.</p><p/>
</div>
    


name: False Life
altname: false life
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 2
components: V, S, M
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 hour/level or until discharged; see text
saving_throw: None
spell_resistance: None
short_description: Gain 1d10 temporary hp +1/level (max +10).
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
material_components:
A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.

description:
      <p>You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).</p>
      <p/>
    

full_text:
      <div topic='False Life' level='5'><p><h5>False Life</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level or until discharged; see text<br/></td></tr></table><p>You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).</p><p><i>Material Component:</i> A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.</p><p/>
</div>
    


name: False Vision
altname: false vision
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: None
level: Bard 5, Sorcerer/Wizard 5, Trickery 5
components: V, S, M
casting_time: 1 standard action
range: Touch
target: None
area: 40-ft. -radius emanation
effect: None
duration: 1 hour/level (D)
saving_throw: None
spell_resistance: No
short_description: Fools scrying with an illusion.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
arcane_material_components:
The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.

description:
      <p>Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the <i>major image</i> spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.</p>
      <p/>
    

full_text:
      <div topic='False Vision' level='5'><p><h5>False Vision</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 5, Sorcerer/Wizard 5, Trickery 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>40-ft. -radius emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the <i>major image</i> spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.</p><p><i>Arcane Material Component:</i> The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.</p><p/>
</div>
    


name: Fear
altname: fear
school: Necromancy
subschool: None
descriptor: Fear, Mind-Affecting
spellcraft_dc: None
level: Bard 3, Sorcerer/Wizard 4
components: V, S, M
casting_time: 1 standard action
range: 30 ft.
target: None
area: Cone-shaped burst
effect: None
duration: 1 round/level or 1 round; see text
saving_throw: Will partial
spell_resistance: Yes
short_description: Subjects within cone flee for 1 round/level.
to_develop: None
material_components: Either the heart of a hen or a white feather.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.</p>
      <p/>
    

full_text:
      <div topic='Fear' level='5'><p><h5>Fear</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Fear, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 3, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>30 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cone-shaped burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level or 1 round; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will partial<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.</p><p><i>Material Component:</i> Either the heart of a hen or a white feather.</p><p/>
</div>
    


name: Feather Fall
altname: feather fall
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 1, Sorcerer/Wizard 1
components: V
casting_time: 1 free action
range: Close (25 ft. + 5 ft./2 levels)
area: None
effect: None
duration: Until landing or 1 round/level
saving_throw: Will negates (harmless) or Will negates (object)
spell_resistance: Yes (object)
short_description: Objects or creatures fall slowly.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
target:
One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart

description:
      <p>The affected creatures or objects fall slowly. <i>Feather fall</i> instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.</p>
      <p>The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.</p>
      <p>You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.</p>
      <p>This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.</p>
      <p><i>Feather fall</i> works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.</p>
      <p/>
    

full_text:
      <div topic='Feather Fall' level='5'><p><h5>Feather Fall</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 1, Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 free action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Until landing or 1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless) or Will negates (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>The affected creatures or objects fall slowly. <i>Feather fall</i> instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.</p><p>The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.</p><p>You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.</p><p>This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.</p><p><i>Feather fall</i> works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.</p><p/>
</div>
    


name: Feeblemind
altname: feeblemind
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 5
components: V, S, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One creature
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates; see text
spell_resistance: Yes
short_description: Subject's Int and Cha drop to 1.
to_develop: None
material_components: A handful of clay, crystal, glass, or mineral spheres.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a <i>heal</i>, <i>limited wish</i>, <i>miracle</i>, or <i>wish</i> spell is used to cancel the effect of the <i>feeblemind</i>. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.</p>
      <p/>
    

full_text:
      <div topic='Feeblemind' level='5'><p><h5>Feeblemind</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a <i>heal</i>, <i>limited wish</i>, <i>miracle</i>, or <i>wish</i> spell is used to cancel the effect of the <i>feeblemind</i>. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.</p><p><i>Material Component:</i> A handful of clay, crystal, glass, or mineral spheres.</p><p/>
</div>
    


name: Find the Path
altname: find the path
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Bard 6, Cleric 6, Druid 6, Knowledge 6, Travel 6
components: V, S, F
casting_time: 3 rounds
range: Personal or touch
target: You or creature touched
area: None
effect: None
duration: 10 min./level
saving_throw: None or Will negates (harmless)
spell_resistance: No or Yes (harmless)
short_description: Shows most direct way to a location.
to_develop: None
material_components: None
arcane_material_components: None
focus: A set of divination counters of the sort you favor.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a <i>maze</i> spell. <i>Find the path</i> works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.</p>
      <p>The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a <i>glyph of warding</i>. The spell ends when the destination is reached or the duration expires, whichever comes first. <i>Find the path</i> can be used to remove the subject and its companions from the effect of a <i>maze</i> spell in a single round.</p>
      <p>This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).</p>
      <p/>
    

full_text:
      <div topic='Find the Path' level='5'><p><h5>Find the Path</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 6, Cleric 6, Druid 6, Knowledge 6, Travel 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>3 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal or touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You or creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No or Yes (harmless)<br/></td></tr></table><p>The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a <i>maze</i> spell. <i>Find the path</i> works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.</p><p>The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a <i>glyph of warding</i>. The spell ends when the destination is reached or the duration expires, whichever comes first. <i>Find the path</i> can be used to remove the subject and its companions from the effect of a <i>maze</i> spell in a single round.</p><p>This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).</p><p><i>Focus:</i> A set of divination counters of the sort you favor.</p><p/>
</div>
    


name: Find Traps
altname: find traps
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 2
components: V, S
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 min./level
saving_throw: None
spell_resistance: None
short_description: Notice traps as a rogue does.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.</p>
      <p>Note that <i>find traps</i> grants no ability to disable the traps that you may find.</p>
      <p/>
    

full_text:
      <div topic='Find Traps' level='5'><p><h5>Find Traps</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr></table><p>You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.</p><p>Note that <i>find traps</i> grants no ability to disable the traps that you may find.</p><p/>
</div>
    


name: Finger of Death
altname: finger of death
school: Necromancy
subschool: None
descriptor: Death
spellcraft_dc: None
level: Druid 8, Sorcerer/Wizard 7
components: V, S
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: One living creature
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude partial
spell_resistance: Yes
short_description: Kills one subject.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).</p>
      <p>The subject might die from damage even if it succeeds on its saving throw.</p>
      <p/>
    

full_text:
      <div topic='Finger of Death' level='5'><p><h5>Finger of Death</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Death]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 8, Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).</p><p>The subject might die from damage even if it succeeds on its saving throw.</p><p/>
</div>
    


name: Fire Seeds
altname: fire seeds
school: Conjuration
subschool: Creation
descriptor: Fire
spellcraft_dc: None
level: Druid 6, Fire 6, Sun 6
components: V, S, M
casting_time: 1 standard action
range: Touch
target: Up to four touched acorns or up to eight touched holly berries
area: None
effect: None
duration: 10 min./level or until used
saving_throw: None or Reflex half; see text
spell_resistance: No
short_description: Acorns and berries become grenades and bombs.
to_develop: None
material_components: The acorns or holly berries.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>Depending on the version of <i>fire seeds</i> you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.</p>
      <p><i>Acorn Grenades:</i> As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.</p>
      <p>Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.</p>
      <p><i>Holly Berry Bombs:</i> You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.</p>
      <p/>
    

full_text:
      <div topic='Fire Seeds' level='5'><p><h5>Fire Seeds</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation) [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 6, Fire 6, Sun 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Targets:</b><br/></td><td>Up to four touched acorns or up to eight touched holly berries<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level or until used<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Reflex half; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>Depending on the version of <i>fire seeds</i> you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.</p><p><i>Acorn Grenades:</i> As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.</p><p>Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.</p><p><i>Holly Berry Bombs:</i> You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.</p><p><i>Material Component:</i> The acorns or holly berries.</p><p/>
</div>
    


name: Fire Shield
altname: fire shield
school: Evocation
subschool: None
descriptor: Fire or Cold
spellcraft_dc: None
level: Fire 5, Sorcerer/Wizard 4, Sun 4
components: V, S, M/DF
casting_time: 1 standard action
range: Personal
target: You
area: None
effect: None
duration: 1 round/level (D)
saving_throw: None
spell_resistance: None
short_description: Creatures attacking you take fire damage; you're protected from heat or cold.
to_develop: None
material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
arcane_material_components:
A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield.

description:
      <p>This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).</p>
      <p>Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the <i>shield</i> protects against fire-based attacks) or fire damage (if the <i>shield</i> protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.</p>
      <p>When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)-blue or green if the <i>chill shield</i> is cast, violet or blue if the <i>warm shield</i> is employed. The special powers of each version are as follows.</p>
      <p><i>Warm Shield:</i> The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.</p>
      <p><i>Chill Shield:</i> The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.</p>
      <p/>
    

full_text:
      <div topic='Fire Shield' level='5'><p><h5>Fire Shield</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire or Cold]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Fire 5, Sorcerer/Wizard 4, Sun 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr></table><p>This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).</p><p>Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the <i>shield</i> protects against fire-based attacks) or fire damage (if the <i>shield</i> protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.</p><p>When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)-blue or green if the <i>chill shield</i> is cast, violet or blue if the <i>warm shield</i> is employed. The special powers of each version are as follows.</p><p><i>Warm Shield:</i> The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.</p><p><i>Chill Shield:</i> The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.</p><p><i>Arcane Material Component:</i> A bit of phosphorus for the <i>warm shield</i>; a live firefly or glowworm or the tail portions of four dead ones for the <i>chill shield</i>.</p><p/>
</div>
    


name: Fire Storm
altname: fire storm
school: Evocation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Cleric 8, Druid 7, Fire 7
components: V, S
casting_time: 1 round
range: Medium (100 ft. + 10 ft./level)
target: None
area: Two 10-ft. cubes per level (S)
effect: None
duration: Instantaneous
saving_throw: Reflex half
spell_resistance: Yes
short_description: Deals 1d6/level fire damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>When a <i>fire storm</i> spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).</p>
      <p/>
    

full_text:
      <div topic='Fire Storm' level='5'><p><h5>Fire Storm</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 8, Druid 7, Fire 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Two 10-ft. cubes per level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>When a <i>fire storm</i> spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).</p><p/>
</div>
    


name: Fire Trap
altname: fire trap
school: Abjuration
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Druid 2, Sorcerer/Wizard 4
components: V, S, M
casting_time: 10 minutes
range: Touch
target: Object touched
area: None
effect: None
duration: Permanent until discharged (D)
saving_throw: Reflex half; see text
spell_resistance: Yes
short_description: Opened object deals 1d4 damage +1/level.
to_develop: None
material_components: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p><i>fire trap</i> creates a fiery explosion when an intruder opens the item that the trap protects. A <i>fire trap</i> can ward any object that can be opened and closed.</p>
      <p>When casting <i>fire trap</i>,  you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.</p>
      <p>A <i>fire trapped</i> item cannot have a second closure or warding spell placed on it.</p>
      <p>A <i>knock</i> spell does not bypass a <i>fire trap</i>.  An unsuccessful <i>dispel magic</i> spell does not detonate the spell.</p>
      <p>Underwater, this ward deals half damage and creates a large cloud of steam.</p>
      <p>You can use the <i>fire trapped</i> object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a <i>fire trapped</i> object to an individual usually involves setting a password that you can share with friends.</p>
      <p><i>Note:</i> Magic traps such as <i>fire trap</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>fire trap</i> and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's <i>fire trap</i> or DC 29 for the arcane version).</p>
      <p/>
    

full_text:
      <div topic='Fire Trap' level='5'><p><h5>Fire Trap</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 2, Sorcerer/Wizard 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Object touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent until discharged (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half; see text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p><i>fire trap</i> creates a fiery explosion when an intruder opens the item that the trap protects. A <i>fire trap</i> can ward any object that can be opened and closed.</p><p>When casting <i>fire trap</i>,  you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.</p><p>A <i>fire trapped</i> item cannot have a second closure or warding spell placed on it.</p><p>A <i>knock</i> spell does not bypass a <i>fire trap</i>.  An unsuccessful <i>dispel magic</i> spell does not detonate the spell.</p><p>Underwater, this ward deals half damage and creates a large cloud of steam.</p><p>You can use the <i>fire trapped</i> object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a <i>fire trapped</i> object to an individual usually involves setting a password that you can share with friends.</p><p><i>Note:</i> Magic traps such as <i>fire trap</i> are hard to detect and disable. A rogue (only) can use the Search skill to find a <i>fire trap</i> and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's <i>fire trap</i> or DC 29 for the arcane version).</p><p><i>Material Component:</i> A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.</p><p/>
</div>
    


name: Fireball
altname: fireball
school: Evocation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 standard action
range: Long (400 ft. + 40 ft./level)
target: None
area: 20-ft. -radius spread
effect: None
duration: Instantaneous
saving_throw: Reflex half
spell_resistance: Yes
short_description: 1d6 damage per level, 20-ft. radius.
to_develop: None
material_components: A tiny ball of bat guano and sulfur.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>A <i>fireball</i> spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.</p>
      <p>You point your finger and determine the range (distance and height) at which the <i>fireball</i> is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the <i>fireball</i> at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must 'hit' the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.</p>
      <p>The <i>fireball</i> sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the <i>fireball</i> may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.</p>
      <p/>
    

full_text:
      <div topic='Fireball' level='5'><p><h5>Fireball</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Long (400 ft. + 40 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>20-ft. -radius spread<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A <i>fireball</i> spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.</p><p>You point your finger and determine the range (distance and height) at which the <i>fireball</i> is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the <i>fireball</i> at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must 'hit' the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.</p><p>The <i>fireball</i> sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the <i>fireball</i> may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.</p><p><i>Material Component:</i> A tiny ball of bat guano and sulfur.</p><p/>
</div>
    


name: Flame Arrow
altname: flame arrow
school: Transmutation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: Fifty projectiles, all of which must be in contact with each other at the time of casting
area: None
effect: None
duration: 10 min./level
saving_throw: None
spell_resistance: No
short_description: Arrows deal +1d6 fire damage.
to_develop: None
material_components: A drop of oil and a small piece of flint.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.</p>
      <p/>
    

full_text:
      <div topic='Flame Arrow' level='5'><p><h5>Flame Arrow</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Fifty projectiles, all of which must be in contact with each other at the time of casting<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.</p><p><i>Material Component:</i> A drop of oil and a small piece of flint.</p><p/>
</div>
    


name: Flame Blade
altname: flame blade
school: Evocation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Druid 2
components: V, S, DF
casting_time: 1 standard action
range: 0 ft.
target: None
area: None
effect: Sword-like beam
duration: 1 min./level (D)
saving_throw: None
spell_resistance: Yes
short_description: Touch attack deals 1d8 +1/two levels damage.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the <i>flame blade</i> are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A <i>flame blade</i> can ignite combustible materials such as parchment, straw, dry sticks, and cloth.</p>
      <p>The spell does not function underwater.</p>
      <p/>
    

full_text:
      <div topic='Flame Blade' level='5'><p><h5>Flame Blade</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Sword-like beam<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the <i>flame blade</i> are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A <i>flame blade</i> can ignite combustible materials such as parchment, straw, dry sticks, and cloth.</p><p>The spell does not function underwater.</p><p/>
</div>
    


name: Flame Strike
altname: flame strike
school: Evocation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Cleric 5, Druid 4, Sun 5, War 5
components: V, S, DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: Cylinder (10-ft. radius, 40 ft. high)
effect: None
duration: Instantaneous
saving_throw: Reflex half
spell_resistance: Yes
short_description: Smite foes with divine fire (1d6/level damage).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>A <i>flame strike</i> produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.</p>
      <p/>
    

full_text:
      <div topic='Flame Strike' level='5'><p><h5>Flame Strike</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 5, Druid 4, Sun 5, War 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Cylinder (10-ft. radius, 40 ft. high)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A <i>flame strike</i> produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.</p><p/>
</div>
    


name: Flaming Sphere
altname: flaming sphere
school: Evocation
subschool: None
descriptor: Fire
spellcraft_dc: None
level: Druid 2, Sorcerer/Wizard 2
components: V, S, M/DF
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: 5-ft. -diameter sphere
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: Yes
short_description: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
to_develop: None
material_components: None
arcane_material_components: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A <i>flaming sphere</i> rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.</p>
      <p>The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A <i>flaming sphere</i> winks out if it exceeds the spell's range.</p>
      <p/>
    

full_text:
      <div topic='Flaming Sphere' level='5'><p><h5>Flaming Sphere</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 2, Sorcerer/Wizard 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>5-ft. -diameter sphere<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A <i>flaming sphere</i> rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.</p><p>The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A <i>flaming sphere</i> winks out if it exceeds the spell's range.</p><p><i>Arcane Material Component:</i> A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.</p><p/>
</div>
    


name: Flare
altname: flare
school: Evocation
subschool: None
descriptor: Light
spellcraft_dc: None
level: Bard 0, Druid 0, Sorcerer/Wizard 0
components: V
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: Burst of light
duration: Instantaneous
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Dazzles one creature (-1 on attack rolls).
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by <i>flare</i>.</p>
      <p/>
    

full_text:
      <div topic='Flare' level='5'><p><h5>Flare</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Light]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Bard 0, Druid 0, Sorcerer/Wizard 0<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Burst of light<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by <i>flare</i>.</p><p/>
</div>
    


name: Flesh to Stone
altname: flesh to stone
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 6
components: V, S, M
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: One creature
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: Turns subject creature into statue.
to_develop: None
material_components: Lime, water, and earth.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as <i>deathwatch</i>.</p>
      <p>Only creatures made of flesh are affected by this spell.</p>
      <p/>
    

full_text:
      <div topic='Flesh to Stone' level='5'><p><h5>Flesh to Stone</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as <i>deathwatch</i>.</p><p>Only creatures made of flesh are affected by this spell.</p><p><i>Material Component:</i> Lime, water, and earth.</p><p/>
</div>
    


name: Fly
altname: fly
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 3, Travel 3
components: V, S, F/DF
casting_time: 1 standard action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subject flies at speed of 60 ft.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: A wing feather from any bird.
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a <i>fly</i> spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a <i>fly</i> spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.</p>
      <p>Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the <i>fly</i> spell is dispelled, but not if it is negated by an <i>antimagic field</i>.</p>
      <p/>
    

full_text:
      <div topic='Fly' level='5'><p><h5>Fly</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 3, Travel 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a <i>fly</i> spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a <i>fly</i> spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.</p><p>Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the <i>fly</i> spell is dispelled, but not if it is negated by an <i>antimagic field</i>.</p><p><i>Arcane Focus:</i> A wing feather from any bird.</p><p/>
</div>
    


name: Floating Disk
altname: floating disk
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 1
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: None
effect: 3-ft. -diameter disk of force
duration: 1 hour/level
saving_throw: None
spell_resistance: No
short_description: Creates 3-ft. -diameter horizontal disk that holds 100 lb./level.
to_develop: None
material_components: A drop of mercury.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.</p>
      <p/>
    

full_text:
      <div topic='Floating Disk' level='5'><p><h5>Floating Disk</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 1<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>3-ft. -diameter disk of force<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 hour/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.</p><p><i>Material Component:</i> A drop of mercury.</p><p/>
</div>
    


name: Fog Cloud
altname: fog cloud
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Druid 2, Sorcerer/Wizard 2, Water 2
components: V, S
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft. level)
target: None
area: None
effect: Fog spreads in 20-ft. radius, 20 ft. high
duration: 10 min./level
saving_throw: None
spell_resistance: No
short_description: Fog obscures vision.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).</p>
      <p>A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.</p>
      <p>The spell does not function underwater.</p>
      <p/>
    

full_text:
      <div topic='Fog Cloud' level='5'><p><h5>Fog Cloud</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 2, Sorcerer/Wizard 2, Water 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft. level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Fog spreads in 20-ft. radius, 20 ft. high<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).</p><p>A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.</p><p>The spell does not function underwater.</p><p/>
</div>
    


name: Forbiddance
altname: forbiddance
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Cleric 6
components: V, S, M, DF
casting_time: 6 rounds
range: Medium (100 ft. + 10 ft./level)
target: None
area: 60-ft. cube/level (S)
effect: None
duration: Permanent
saving_throw: See text
spell_resistance: Yes
short_description: Blocks planar travel, damages creatures of different alignment.
to_develop: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
material_components:
A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.

description:
      <p><i>forbiddance</i> seals an area against all planar travel into or within it. This includes all teleportation spells (such as <i>dimension door</i> and <i>teleport)</i>,  <i>plane shifting</i>,  astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.</p>
      <p>In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.</p>
      <p><i>Alignments identical:</i> No effect. The creature may enter the area freely (although not by planar travel).</p>
      <p><i>Alignments different with respect to either law/chaos or good/evil:</i> The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.</p>
      <p><i>Alignments different with respect to both law/chaos and good/evil:</i> The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.</p>
      <p>At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.</p>
      <p><i>dispel magic</i> does not dispel a <i>forbiddance</i> effect unless the dispeller's level is at least as high as your caster level.</p>
      <p>You can't have multiple overlapping <i>forbiddance</i> effects. In such a case, the more recent effect stops at the boundary of the older effect.</p>
      <p/>
    

full_text:
      <div topic='Forbiddance' level='5'><p><h5>Forbiddance</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Cleric 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>6 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>60-ft. cube/level (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p><i>forbiddance</i> seals an area against all planar travel into or within it. This includes all teleportation spells (such as <i>dimension door</i> and <i>teleport)</i>,  <i>plane shifting</i>,  astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.</p><p>In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.</p><p><i>Alignments identical:</i> No effect. The creature may enter the area freely (although not by planar travel).</p><p><i>Alignments different with respect to either law/chaos or good/evil:</i> The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.</p><p><i>Alignments different with respect to both law/chaos and good/evil:</i> The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.</p><p>At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.</p><p><i>dispel magic</i> does not dispel a <i>forbiddance</i> effect unless the dispeller's level is at least as high as your caster level.</p><p>You can't have multiple overlapping <i>forbiddance</i> effects. In such a case, the more recent effect stops at the boundary of the older effect.</p><p><i>Material Component:</i> A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.</p><p/>
</div>
    


name: Forcecage
altname: forcecage
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 7
components: V, S, M
casting_time: 1 standard action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
effect: None
duration: 2 hours/level (D)
saving_throw: None
spell_resistance: No
short_description: Cube or cage of force imprisons all inside.
to_develop: None
material_components: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).</p>
      <p>Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.</p>
      <p>Like a <i>wall of force</i> spell, a <i>forcecage</i> resists <i>dispel magic</i>,  but it is vulnerable to a <i>disintegrate</i> spell, and it can be destroyed by a <i>sphere of annihilation</i> or a <i>rod of cancellation</i>.</p>
      <p><i>Barred Cage:</i> This version of the spell produces a 20-foot cube made of bands of force (similar to a <i>wall of force</i> spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.</p>
      <p><i>Windowless Cell:</i> This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.</p>
      <p/>
    

full_text:
      <div topic='Forcecage' level='5'><p><h5>Forcecage</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Barred cage (20-ft. cube) or windowless cell (10-ft. cube)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>2 hours/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).</p><p>Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.</p><p>Like a <i>wall of force</i> spell, a <i>forcecage</i> resists <i>dispel magic</i>,  but it is vulnerable to a <i>disintegrate</i> spell, and it can be destroyed by a <i>sphere of annihilation</i> or a <i>rod of cancellation</i>.</p><p><i>Barred Cage:</i> This version of the spell produces a 20-foot cube made of bands of force (similar to a <i>wall of force</i> spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.</p><p><i>Windowless Cell:</i> This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.</p><p><i>Material Component:</i> Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.</p><p/>
</div>
    


name: Forceful Hand
altname: forceful hand
school: Evocation
subschool: None
descriptor: Force
spellcraft_dc: None
level: Sorcerer/Wizard 6
components: V, S, F
casting_time: 1 standard action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: 10-ft. hand
duration: 1 round/level (D)
saving_throw: None
spell_resistance: Yes
short_description: Hand pushes creatures away.
to_develop: None
material_components: None
arcane_material_components: None
focus: A sturdy glove made of leather or heavy cloth.
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This spell functions like <i>interposing hand</i>,  except that the <i>forceful hand</i> pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.</p>
      <p>A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.</p>
      <p/>
    

full_text:
      <div topic='Forceful Hand' level='5'><p><h5>Forceful Hand</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, F<br/></td></tr></table><p>This spell functions like <i>interposing hand</i>,  except that the <i>forceful hand</i> pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.</p><p>A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.</p><p><i>Focus:</i> A sturdy glove made of leather or heavy cloth.</p><p/>
</div>
    


name: Foresight
altname: foresight
school: Divination
subschool: None
descriptor: None
spellcraft_dc: None
level: Druid 9, Knowledge 9, Sorcerer/Wizard 9
components: V, S, M/DF
casting_time: 1 standard action
range: Personal or touch
target: See text
area: None
effect: None
duration: 10 min./level
saving_throw: None or Will negates (harmless)
spell_resistance: No or Yes (harmless)
short_description: 'Sixth sense' warns of impending danger.
to_develop: None
material_components: None
arcane_material_components: A hummingbird's feather.
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 SpellsF-G
description:
      <p>This spell grants you a powerful sixth sense in relation to yourself or another. Once <i>foresight</i> is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.</p>
      <p>When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.</p>
      <p/>
    

full_text:
      <div topic='Foresight' level='5'><p><h5>Foresight</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Druid 9, Knowledge 9, Sorcerer/Wizard 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M/DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal or touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 min./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No or Yes (harmless)<br/></td></tr></table><p>This spell grants you a powerful sixth sense in relation to yourself or another. Once <i>foresight</i> is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.</p><p>When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.</p><p><i>Arcane Material Component:</i> A hummingbird's feather.</p><p/>
</div>
    


